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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Reginald2710</id>
	<title>Empires Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Reginald2710"/>
	<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/Special:Contributions/Reginald2710"/>
	<updated>2026-09-27T05:02:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.4</generator>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_railroad&amp;diff=5240</id>
		<title>Map:emp railroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_railroad&amp;diff=5240"/>
		<updated>2007-12-18T15:16:50Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_railroad }}&lt;br /&gt;
[[Image:Emp railroad minimap.jpg|thumb|right|250px|Minimap of Emp_railroad]]&lt;br /&gt;
== Description ==&lt;br /&gt;
{| cellspacing=&amp;quot;10px&amp;quot; style=&amp;quot;text-align: justify;&amp;quot;&lt;br /&gt;
| &amp;lt;font color=&amp;quot;darkred&amp;quot;&amp;gt;In the mountainous northern reaches of the Jekotian territory lies the small village of Heinlein. Long since abandoned by its citizens, the empty buildings provided the perfect covert position for the Northern Faction to store ammunition and other vital supplies. A forward party, consisting of a Command Vehicle, a small infantry unit and a survey team, was sent to scout the position. Upon arrival, the party found the railway in a poor state. Carriages - some decades old - blocked the line, and the tracks had been snowed under in several places. The soldiers began to set up camp in preperation for the work ahead, their only advantage granted by their genetic manipulation: the cold was not an issue for these hardened soldiers, their versatility allowing them to operate as normal in the harsh climate.&amp;lt;/font&amp;gt;&lt;br /&gt;
| &amp;lt;font color=&amp;quot;darkblue&amp;quot;&amp;gt;An Imperial dropship drifted across the icy landscape, transporting a relief command unit way beyond the Brenodi front lines. Engine failure cut the journey short, and soon the crew were plummeting towards the ground, afterburners working furiously to slow the craft&#039;s descent. The pilot managed to make a successful crash-landing into the snow-covered clearing, with minimal damage to the craft or its cargo. A barracks was soon set up to shelter the weary soldiers, and scouts were dispatched to survey the nearby village, less than half a mile to the south. The experienced commander was well aware that their current position left them in serious danger, and so advised that contruction of an outpost should begin immediately.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
*[http://files.empiresleague.com/Maps/emp_railroad.rar Empires League]&lt;br /&gt;
*[http://rapidshare.de/files/38077639/emp_railroad.rar.html RapidShare.de]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your &#039;&#039;&#039;SteamApps\SourceMods\Empires&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Emp_railroad_minimap.jpg&amp;diff=5239</id>
		<title>File:Emp railroad minimap.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Emp_railroad_minimap.jpg&amp;diff=5239"/>
		<updated>2007-12-18T14:27:00Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: uploaded a new version of &amp;quot;Image:Emp railroad minimap.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minimap of emp_railroad&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_railroad&amp;diff=5238</id>
		<title>Map:emp railroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_railroad&amp;diff=5238"/>
		<updated>2007-12-18T14:22:40Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_railroad }}&lt;br /&gt;
[[Image:Emp railroad minimap.jpg|thumb|right|250px|Minimap of Emp_railroad]]&lt;br /&gt;
== Description ==&lt;br /&gt;
{| cellspacing=&amp;quot;10px&amp;quot; style=&amp;quot;text-align: justify;&amp;quot;&lt;br /&gt;
| &amp;lt;font color=&amp;quot;darkred&amp;quot;&amp;gt;In the mountainous northern reaches of the Jekotian territory lies the small village of Heinlein. Long since abandoned by its citizens, the empty buildings provided the perfect covert position for the Northern Faction to store ammunition and other vital supplies. A forward party, consisting of a Command Vehicle, a small infantry unit and a survey team, was sent to scout the position. Upon arrival, the party found the railway in a poor state. Carriages - some decades old - blocked the line, and the tracks had been snowed under in several places. The soldiers began to set up camp in preperation for the work ahead, their only advantage granted by their genetic manipulation: the cold was not an issue for these hardened soldiers, their versatility allowing them to operate as normal in the harsh climate.&amp;lt;/font&amp;gt;&lt;br /&gt;
| &amp;lt;font color=&amp;quot;darkblue&amp;quot;&amp;gt;An Imperial dropship drifted across the icy landscape, transporting a relief command unit way beyond the Brenodi front lines. Engine failure cut the journey short, and soon the crew were plummeting towards the ground, afterburners working furiously to slow the craft&#039;s descent. The pilot managed to make a successful crash-landing into the snow-covered clearing, with minimal damage to the craft or its cargo. A barracks was soon set up to shelter the weary soldiers, and scouts were dispatched to survey the nearby village, less than half a mile to the south. The experienced commander was well aware that their current position left them in serious danger, and so advised that contruction of an outpost should begin immediately.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
*[http://rapidshare.de/files/38077639/emp_railroad.rar.html RapidShare.de]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your &#039;&#039;&#039;SteamApps\SourceMods\Empires&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_railroad&amp;diff=5236</id>
		<title>Map:emp railroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_railroad&amp;diff=5236"/>
		<updated>2007-12-16T21:04:26Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_railroad }}&lt;br /&gt;
[[Image:Emp railroad minimap.jpg|thumb|right|250px|Minimap of Emp_railroad]]&lt;br /&gt;
== Information ==&lt;br /&gt;
This map is currently being overhauled in preparation for a re-release. The next version should be more balanced, better looking, and most importantly: more fun to play. Keep your eyes on this page for further updates.&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
Current revision is rc3.&lt;br /&gt;
*[http://homepage.ntlworld.com/shadanphi/emp_railroad_rc3.zip ntlworld]&lt;br /&gt;
*[http://empires.m00.de/details.php?file=18 empires.m00.de]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your &#039;&#039;&#039;SteamApps\SourceMods\Empires&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img437.imageshack.us/my.php?image=emprailroad00282gg.jpg http://img437.imageshack.us/img437/3972/emprailroad00282gg.th.jpg]&lt;br /&gt;
[http://img406.imageshack.us/my.php?image=emprailroad00303ow.jpg http://img406.imageshack.us/img406/2396/emprailroad00303ow.th.jpg]&lt;br /&gt;
[http://img437.imageshack.us/my.php?image=emprailroad00329vh.jpg http://img437.imageshack.us/img437/9533/emprailroad00329vh.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5087</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5087"/>
		<updated>2007-11-22T19:58:44Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Fixed: RPG not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: NF building models&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5086</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5086"/>
		<updated>2007-11-22T19:47:29Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Fixed: RPG not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5085</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5085"/>
		<updated>2007-11-22T19:29:19Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Fixed: RPG not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5084</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5084"/>
		<updated>2007-11-22T19:27:40Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Fixed: RPG not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5083</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5083"/>
		<updated>2007-11-22T16:53:56Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Optimized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5082</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5082"/>
		<updated>2007-11-22T16:53:08Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Optimized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
== Optimized ==&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5081</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5081"/>
		<updated>2007-11-22T16:52:44Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Unreleased: Version 2.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5080</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5080"/>
		<updated>2007-11-22T16:51:34Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Visual Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
==== Features ====&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
==== Maps ====&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
==== Models / Animations ====&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
==== GUI ====&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
==== Visual Effects ====&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
==== Commands ====&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
==== Developer ====&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5079</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5079"/>
		<updated>2007-11-22T16:50:35Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Re-arranged into sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
==== Features ====&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
==== Maps ====&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
==== Models / Animations ====&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
==== Sounds ====&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
==== GUI ====&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
==== Visual Effects ====&lt;br /&gt;
&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
==== Commands ====&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
==== Developer ====&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5078</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5078"/>
		<updated>2007-11-22T16:18:43Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4918</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4918"/>
		<updated>2007-11-09T13:41:22Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (50 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4917</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4917"/>
		<updated>2007-11-09T13:39:48Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
-Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
-Added: new BE binoculars view model&lt;br /&gt;
-Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
-Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
-Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
-Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (50 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
-Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
-Fixed: crash when entering command vehicle&lt;br /&gt;
-Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
-Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
-Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
-Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
-Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
-Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
-Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
-Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
-Fixed: nf crates having incorrect normal maps&lt;br /&gt;
-Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
-Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
-Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
-Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
-Fixed: NF landmine model was floating above the ground&lt;br /&gt;
-Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
-Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
-Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
-Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
-Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
-Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
-Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
-Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
-Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
-Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4899</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4899"/>
		<updated>2007-11-05T01:56:10Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (50 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Optimized: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4898</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4898"/>
		<updated>2007-11-05T01:51:27Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (50 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Optimized: some elements of player animation&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Optimized: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Optimized: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Optimized: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Optimized: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Optimized: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Optimized: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Optimized: NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4897</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4897"/>
		<updated>2007-11-05T01:12:14Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Removed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HERE DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4896</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4896"/>
		<updated>2007-11-05T01:06:42Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments ==&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==1.08 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
=== Added ===&lt;br /&gt;
&lt;br /&gt;
=== Fixed ===&lt;br /&gt;
&lt;br /&gt;
=== Modified ===&lt;br /&gt;
&lt;br /&gt;
=== Removed ===&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: headshot, melee, and road-kill death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs). The squad leader only receives the bonus if another squad member is within his aura.&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!!!! I&#039;VE CLEARED FROM HERE DOWN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.&lt;br /&gt;
		Buildings are also affected as follows:		turrets - cease to target or fire&lt;br /&gt;
								refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4858</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4858"/>
		<updated>2007-09-17T11:02:31Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Unit and Infantry Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west, and are similarly armed.&lt;br /&gt;
&lt;br /&gt;
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.&lt;br /&gt;
&lt;br /&gt;
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.&lt;br /&gt;
&lt;br /&gt;
Cyclopean&#039;s central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city&#039;s years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Ignore the Lake:&#039;&#039;&#039; While it is true that you&#039;re not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn&#039;t see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawns in the City:&#039;&#039;&#039; There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy&#039;s line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make &#039;&#039;absolutely sure&#039;&#039; that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Refineries:&#039;&#039;&#039; This position is more difficult to set up as a permanent base than the city, owing to the fact that there&#039;s only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don&#039;t depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Urban Combat:&#039;&#039;&#039; The city is a infantryman&#039;s paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned [[Scout]] or [[Grenadier]] can make the city a nightmare for enemy troops and armor. Mines placed at the base of ladders will usually serve as sufficient deterrent to enemy infantry looking to rain terror upon you.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The City:&#039;&#039;&#039; Not only does the city look absolutely amazing, but it&#039;s also easily fortified and carries two resource nodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam:&#039;&#039;&#039; There is a resource node located at the foot of the dam which generates resources at a faster rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The North Hills:&#039;&#039;&#039; The hills contain two elevated resource nodes that can be easily fortified.&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_cyclopean&amp;diff=4857</id>
		<title>Talk:Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_cyclopean&amp;diff=4857"/>
		<updated>2007-09-17T10:56:47Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Commented on old version, whoops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone should write something about this map, it&#039;s a pretty good one. - KT--[[User:Knighttemplar|Knighttemplar]] 13:21, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would, but I haven&#039;t played it enough to grasp the details and tactics and whatnot. The last two times I played it people just wanted to race (I gladly obliged). After I play it more, I&#039;ll come up with as much as possible.--[[User:The Buttery Lobster|The Buttery Lobster]] 14:10, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The minimap shown in the article image is outdated. Current cylcopean versions have the refs in the NW on weird platforms, and i think the city is different. Also, why is the map listed under community? Checking the forum thread, Halbradour, the creator, is listed as a Developer. Also, the screenshots are out-dated. Should someone put some sort of disclaimer under them? I don&#039;t think it&#039;s needed, but I don&#039;t know wiki/internet protocols--[[User:The Buttery Lobster|The Buttery Lobster]] 14:29, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
R_yell, Solokiller, and Hellion are also listed as developers now, but the maps started out as community made custom maps, that&#039;s why that section is there. --[[User:Arklansman|Arklansman]] 16:30, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i would like to mention how effective grenadiers are in the city under the &amp;quot;sniper paradise&amp;quot; infantry tactic. If they mine the ladder to the skyscraper they climb up, they can be tough as hell to dislodge. please detail why you feel this isn&#039;t worth including, pm me if you want (empires forum, duh) but at the very least I think there should be a brief mention of it.--[[User:The Buttery Lobster|The Buttery Lobster]] 16:56, 16 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I renamed the section to &amp;quot;Urban Combat&amp;quot; tactic and made the reference broader to just the scout. Any class can take advantage of the rooftops and overpasses. Grenadiers can take out armor pretty easy, riflemen can wreak havoc with their rifles and grenades and engineers can keep base expansions at bay pretty easily with seismic grenades and turrets. The city fighting on Cyclopean is fun for all classes.  --[[User:L3TUC3|L3TUC3]] 23:53, 16 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_cyclopean&amp;diff=4856</id>
		<title>Talk:Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_cyclopean&amp;diff=4856"/>
		<updated>2007-09-17T10:56:09Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone should write something about this map, it&#039;s a pretty good one. - KT--[[User:Knighttemplar|Knighttemplar]] 13:21, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would, but I haven&#039;t played it enough to grasp the details and tactics and whatnot. The last two times I played it people just wanted to race (I gladly obliged). After I play it more, I&#039;ll come up with as much as possible.--[[User:The Buttery Lobster|The Buttery Lobster]] 14:10, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The minimap shown in the article image is outdated. Current cylcopean versions have the refs in the NW on weird platforms, and i think the city is different. Also, why is the map listed under community? Checking the forum thread, Halbradour, the creator, is listed as a Developer. Also, the screenshots are out-dated. Should someone put some sort of disclaimer under them? I don&#039;t think it&#039;s needed, but I don&#039;t know wiki/internet protocols--[[User:The Buttery Lobster|The Buttery Lobster]] 14:29, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
R_yell, Solokiller, and Hellion are also listed as developers now, but the maps started out as community made custom maps, that&#039;s why that section is there. --[[User:Arklansman|Arklansman]] 16:30, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i would like to mention how effective grenadiers are in the city under the &amp;quot;sniper paradise&amp;quot; infantry tactic. If they mine the ladder to the skyscraper they climb up, they can be tough as hell to dislodge. please detail why you feel this isn&#039;t worth including, pm me if you want (empires forum, duh) but at the very least I think there should be a brief mention of it.--[[User:The Buttery Lobster|The Buttery Lobster]] 16:56, 16 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I renamed the section to &amp;quot;Urban Combat&amp;quot; tactic and made the reference broader to just the scout. Any class can take advantage of the rooftops and overpasses. Grenadiers can take out armor pretty easy, riflemen can wreak havoc with their rifles and grenades and engineers can keep base expansions at bay pretty easily with seismic grenades and turrets. The city fighting on Cyclopean is fun for all classes.  --[[User:L3TUC3|L3TUC3]] 23:53, 16 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only reason I removed it is that it is not all that related to the topic of snipers. It is more of a general tactic that applies to any infantry choke-point, but I suppose it could be included as a counter to snipers gaining roof access. Sorry for not asking before I removed it :( I&#039;ll add something back in now. -- [[User:Broccoli|Broccoli]] 06:56, 17 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_Slaughtered&amp;diff=4839</id>
		<title>Map:emp Slaughtered</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_Slaughtered&amp;diff=4839"/>
		<updated>2007-09-16T11:38:30Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Unit and Infantry Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_Slaughtered }}&lt;br /&gt;
[[Image:Slaughtered minimap.jpg|thumb|right|250px|Minimap of Emp_Slaughtered]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
A mountainous land near an exotic beach, Slaughtered is an interesting map for vehicles and infantry alike. The BE team starts in A1, and the NF team starts in A5. Each team must race to expand their forces eastward while engaging the enemy at the map&#039;s equator. There are structures throughout the map which can be constructed by engineers to aid either side; large watch-towers and a massive bridge in the center of the map which separates the two teams. Although the steep hills are insurmountable by both vehicle and infantry, the multitude of twisting canyons allows for any number of strategies and maneuvers if the commander is clever.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Beeping Bushes:&#039;&#039;&#039; Foliage can be a great place to conceal surveillance equipment, or even turrets. Hide them well, and they will be all the more troublesome for the enemy. Equally, watch out for this sneaky tactic being used against you, and remember that surveillance equipment can be destroyed from a distance by small arms fire. Keeping your ears open is your best defence against this tactic.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The Bridge&#039;&#039;&#039; - The lake in the center of the map cannot be crossed by vehicles unless the bridge is constructed. After it is made, the bridge can also be destroyed. A clever team will use this to it&#039;s advantage by blowing the bridge when being heavily pressured by incoming tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Watch-Towers&#039;&#039;&#039; - These large constructible towers provide excellent cover for infantry units in an otherwise barren map. Just like any other structure, they can also be destroyed by damage. Sneaky [[Engineers]] can also use them to hide surveillance or turrets. To use, build the tower then move to the top; there you will be able to capture it. Once fully captured, supply crates will then become available on the bottom floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beach&#039;&#039;&#039; - If one were desperate for a hiding spot, an infantry unit could hide here, swimming away from the battle. Just don&#039;t try the same thing with tanks!&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Empslaughtered0105fs2.jpg|200px]] [[Image:Empslaughtered0110nn8.jpg|200px]] [[Image:Empslaughtered0112eo3.jpg|200px]] &lt;br /&gt;
&lt;br /&gt;
[[Image:Empslaughtered0117sc0.jpg|200px]] [[Image:empslaughtered0116mm6.jpg|200px]] [[Image:empslaughtered0120zi8.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_Slaughtered]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_isle&amp;diff=4838</id>
		<title>Talk:Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_isle&amp;diff=4838"/>
		<updated>2007-09-16T11:33:05Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The commander can&#039;t use rockets. :P --[[User:Arklansman|Arklansman]] 23:46, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
We need to redo the Rocket Sniping section to account for RPG power Vs. Buildings changes in the latest RCs. --[[User:Chahk|Chahk]] 16:38, 13 September 2007 (EDT)&lt;br /&gt;
: I think we can safely take it out. RPG&#039;s don&#039;t do that much damage anymore vs buildings. --[[User:L3TUC3|L3TUC3]] 02:06, 14 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
These commander strategies are a little long-winded. Is it possible to leave some aspects to intuition, or at least split them into several points? Ideally these should only serve as inspiration, not step-by-step &amp;quot;how to win&amp;quot; guides. -- [[User:Broccoli|Broccoli]] 07:33, 16 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4837</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4837"/>
		<updated>2007-09-16T11:30:33Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west, and are similarly armed.&lt;br /&gt;
&lt;br /&gt;
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.&lt;br /&gt;
&lt;br /&gt;
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.&lt;br /&gt;
&lt;br /&gt;
Cyclopean&#039;s central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city&#039;s years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Ignore the Lake:&#039;&#039;&#039; While it is true that you&#039;re not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn&#039;t see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawns in the City:&#039;&#039;&#039; There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy&#039;s line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make &#039;&#039;absolutely sure&#039;&#039; that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Refineries:&#039;&#039;&#039; This position is more difficult to set up as a permanent base than the city, owing to the fact that there&#039;s only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don&#039;t depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Sniper City:&#039;&#039;&#039; The city is a scout&#039;s paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned infantryman can make the city a nightmare for enemy troops.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The City:&#039;&#039;&#039; Not only does the city look absolutely amazing, but it&#039;s also easily fortified and carries two resource nodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Damn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The North Hills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_badland&amp;diff=4836</id>
		<title>Map:emp badland</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_badland&amp;diff=4836"/>
		<updated>2007-09-16T11:02:41Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_badland}}&lt;br /&gt;
[[Image:Empbadlandminimap26hd.jpg|thumb|right|250px|Minimap of Emp_badland]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
This map is currently being re-worked and improved by Arklansman. The new version takes place in an Arctic climate.&lt;br /&gt;
&lt;br /&gt;
==Commander Tactics==&lt;br /&gt;
The raised central area provides an excellent defensive position from which to dominate the map. Its two [[resource nodes]] provide a much-needed income boost, and passage to all other areas of the map is relatively open. But beware: neglecting your starting base can very easily lead to being surrounded. Rocket-sniping from the surrounding mountains can also make maintaining a base in the central area an extremely trying task, especially for [[barracks]].&lt;br /&gt;
&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
Due to the low number of tickets available from the start of this map, it is recommended that [[engineer|engineers]] acquire and begin using the revive [[skills|skill]] as soon as possible, in order to reduce ticket consumption.&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your &#039;&#039;&#039;SteamApps\SourceMods\Empires&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[http://img84.imageshack.us/img84/1858/badlandmedia211pg.jpg http://img84.imageshack.us/img84/1858/badlandmedia211pg.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6893/badlandmedia220nf.jpg http://img84.imageshack.us/img84/6893/badlandmedia220nf.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6674/badlandmedia232sz.jpg http://img84.imageshack.us/img84/6674/badlandmedia232sz.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img84.imageshack.us/img84/5809/badlandmedia241ls.jpg http://img84.imageshack.us/img84/5809/badlandmedia241ls.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/5930/badlandmedia264iv.jpg http://img56.imageshack.us/img56/5930/badlandmedia264iv.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/1378/badlandmedia259un.jpg http://img56.imageshack.us/img56/1378/badlandmedia259un.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_Slaughtered&amp;diff=4814</id>
		<title>Map:emp Slaughtered</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_Slaughtered&amp;diff=4814"/>
		<updated>2007-09-14T13:07:44Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_Slaughtered }}&lt;br /&gt;
[[Image:Slaughtered minimap.jpg|thumb|right|250px|Minimap of Emp_Slaughtered]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
A mountainous land near an exotic beach, Slaughtered is an interesting map for vehicles and infantry alike. The BE team starts in A1, and the NF team starts in A5. Each team must race to expand their forces eastward while engaging the enemy at the map&#039;s equator. There are structures throughout the map which can be constructed by engineers to aid either side; large watch-towers and a massive bridge in the center of the map which separates the two teams. Although the steep hills are insurmountable by both vehicle and infantry, the multitude of twisting canyons allows for any number of strategies and maneuvers if the commander is clever.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The Bridge&#039;&#039;&#039; - The lake in the center of the map cannot be crossed by vehicles unless the bridge is constructed. After it is made, the bridge can also be destroyed. A clever team will use this to it&#039;s advantage by blowing the bridge when being heavily pressured by incoming tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Watch-Towers&#039;&#039;&#039; - These large constructible towers provide excellent cover for infantry units in an otherwise barren map. Just like any other structure, they can also be destroyed by damage. Sneaky [[Engineers]] can also use them to hide surveillance or turrets. To use, build the tower then move to the top; there you will be able to capture it. Once fully captured, supply crates will then become available on the bottom floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beach&#039;&#039;&#039; - If one were desperate for a hiding spot, an infantry unit could hide here, swimming away from the battle. Just don&#039;t try the same thing with tanks!&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Empslaughtered0105fs2.jpg|200px]] [[Image:Empslaughtered0110nn8.jpg|200px]] [[Image:Empslaughtered0112eo3.jpg|200px]] &lt;br /&gt;
&lt;br /&gt;
[[Image:Empslaughtered0117sc0.jpg|200px]] [[Image:empslaughtered0116mm6.jpg|200px]] [[Image:empslaughtered0120zi8.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_Slaughtered]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_mvalley&amp;diff=4813</id>
		<title>Map:emp mvalley</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_mvalley&amp;diff=4813"/>
		<updated>2007-09-14T13:04:11Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_mvalley }}&lt;br /&gt;
[[Image:mvalley_minimap.jpg|thumb|right|250px|Minimap of Emp_Mvalley]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;The north is a key area to hold.&#039;&#039;&#039; Getting a grip on the northern plateau gives a great defensive position from which to dominate the late game, and the financial boost from the double [[Resource Node|resource nodes]] can make all the difference once more expensive components are researched. The best way to take this position is to get there first, which often means rushing it with the [[Command Vehicle]] at the very start of a round. Get a barracks down as soon as possible, and you should be able to finance the development of both bases at once. Finally, don&#039;t neglect your starting base: it can prove valuable in flanking the enemy should they decide to assault your northern stronghold. It should be noted, however, that all is not lost for the team that fails to secure the north plateau. An offensive against this position may be difficult, so try and capture the rest of the map, choking the defenders and winning a war of attrition.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Place [[Surveillance|surveillance structures]] near key choke points.&#039;&#039;&#039; A camera and radar under each of the bridges can provide valuable intelligence about the movement of enemy units, giving your team enough time to set up an effective defence. If they&#039;re well-placed, using the contours of the ground and the supporting pillars as cover, they can sometimes remain hidden for the majority of a match.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam&#039;&#039;&#039; - The dam in the south is accessible for infantry by both water and land and connects the two starting locations directly. There are two buildable ramps on the east and west side that must be constructed before easy access to the top of the dam (and subsequently to the enemy base) is available. The dam also houses a resource node that generates resources at a faster rate once a refinery has been constructed on it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_mvalley]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:con_district402&amp;diff=4812</id>
		<title>Map:con district402</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:con_district402&amp;diff=4812"/>
		<updated>2007-09-14T13:02:14Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_district402}}&lt;br /&gt;
[[Image:District402 minimap.jpg|thumb|right|250px|Minimap of Emp_District402]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
District402 is a conquest map, and is strictly infantry-only. There are no [[Command Vehicle|Command Vehicles]] on this map. Both teams start at a set spawn point; Northern Faction spawns in a bunker, Brenodi Empire spawns at a static APC that cannot be moved or manned. Engineers cannot build any [[walls]] on this map.&lt;br /&gt;
&lt;br /&gt;
This map features a sewer system, which is accessible via destroyable manholes scattered throughout the streets. The sewers add another dimension to game play: narrow passages with many twists and turns offer an alternative way to penetrate enemy lines.&lt;br /&gt;
&lt;br /&gt;
== Objectives and Conditions ==&lt;br /&gt;
This map utilizes a &amp;quot;Push&amp;quot; style of gameplay for both factions, which means that both teams  must capture flags in sequence (i.e. flags cannot be &amp;quot;skipped&amp;quot;), while protecting their already captured flags. Once a flag is captured by one team the other team can re-capture it. Each flag opens up spawn point which is located at the previous flag&#039;s location, thus allowing slow progression.&lt;br /&gt;
&lt;br /&gt;
Both teams start off with 150 tickets. As always, one ticket is subtracted from the teams&#039; score for every soldier that respawns. If a team loses all their flags, they lose.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
*Well-timed grenades around a corner will often kill or severely injure an enemy.&lt;br /&gt;
*The sewers are a great alternate way of moving around quickly, if the enemy has teammates pinned down you should try and get behind them.&lt;br /&gt;
*Beware of mines while in the sewers.  Low lighting conditions, frequent twists and turns and shallow water are perfect for hiding mines.&lt;br /&gt;
*Turrets are easier to take down inside the sewers due to their inability to target enemy soldiers that are peeking from around the corners.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_district402]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4811</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4811"/>
		<updated>2007-09-14T13:01:10Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west and is similarly armed. The small city to the south-east is detailed, containing many alleys, streets, nooks, and crannies. The city was powered by the two resource nodes that can be found at street level, and the majority of it&#039;s buildings are centered around these. However, faced with full-on factional conflict, it&#039;s citizens quickly abandoned the city leaving only empty buildings and the now-untapped nodes. The wilderness to the north-west has a great deal of terrain to scale and much tree cover, but was important to the region due to it&#039;s large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes. The map&#039;s central lake was once an ecological gem in the region and what attracted the city&#039;s settlers in the first place. Yet it is now devoid of life and in danger of drying up completely, thanks to the city&#039;s years of exploitation and the nearby damn. The resource nodes near it, which once required small shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_streetsoffire&amp;diff=4810</id>
		<title>Map:emp streetsoffire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_streetsoffire&amp;diff=4810"/>
		<updated>2007-09-14T12:58:46Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_streetsoffire}}&lt;br /&gt;
[[Image:Emp_streetsoffire.jpg|thumb|right|250px|Minimap of Emp_Streetsoffire]]&lt;br /&gt;
&lt;br /&gt;
==General Map Information==&lt;br /&gt;
Streets of Fire is an urban map where insurgents aided by a [[Northern Faction]] regiment are fighting [[Brenodi Empire|Brenodi]] occupation forces for the control of the city. The main surface streets allow for rapid armored advances unless properly held down by infantry and anti-tank units, while the sewers and rooftops serve for excellent alternative routes for squads of infantry. The center of the map features an enclosed park next to a trainyard, both having a resource point nearby. A bridge extends over the park and the trainyard making it an important strategic position to lock down for both sides. [[Brenodi Empire|BE]] starts out in the northeast inside a construction yard, the [[Northern Faction|NF]] starts in the industrial district in the southeast.&lt;br /&gt;
&lt;br /&gt;
==Commander Tactics==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The chokepoints in this map are not so easily defended as in other maps. A small [[Squads|squad]] can easily sneak around enemy lines and attack from the rear. A properly supplied and motivated team however can lock-down the streets for quite some time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooftops:&#039;&#039;&#039; Placing an armory on rooftops can allow a single soldier to destroy an entire base single-handedly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; Be wary when placing buildings in the center, they are easily destroyed from the bridge.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
Using the tunnel system under the map can allow you to go behind enemy lines and launch a surprise attack, which can be devastating.&lt;br /&gt;
&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
The tops of many buildings are accessible and allow a [[Scout]] to snipe infantry or a [[Grenadier]] to destroy a base easily.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
*&#039;&#039;&#039;Rooftops and tunnels&#039;&#039;&#039; -- There are many tunnels under the city, and the tops of many buildings are accessible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bridge&#039;&#039;&#039; -- The bridge overpassing the trainyard and the park offers an excellent vantage point into these locations as well as allowing for a clear shot down the main surface streets. Any team hoping to advance armor needs to go past this point.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trainyard&#039;&#039;&#039; -- The trainyard holds two resource points and is situated near center of the map. Nearby open space north and south of the tracks allows for a secondary base.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Park&#039;&#039;&#039; -- The park holds a resource point and open space allows for a secondary base. The wooded area makes a good hiding spot for an [[APC]] or a [[Scout|scout]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_streetsoffire]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:con_urbanchaos&amp;diff=4809</id>
		<title>Map:con urbanchaos</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:con_urbanchaos&amp;diff=4809"/>
		<updated>2007-09-14T12:56:17Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_urbanchaos}}&lt;br /&gt;
[[Image:Emp urbanchaos.jpg|thumb|right|250px|Minimap of Emp_Urbanchaos]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Urban Chaos is a map with its main focus on close-quarter urban fighting between the [[Northern Faction]] and the [[Brenodi Empire]].&lt;br /&gt;
The conflict centers around one big avenue and the locations of interest along it. Even though the maps main focus is infantry combat, both factions have access to light vehicles.&lt;br /&gt;
&lt;br /&gt;
Although this map plays according to the [[Gameplay_Types|conquest]] mechanic, it is not like [[map:emp_district402|district402]] in that the flags do not have to be captured in any particular sequence. This opens up new tactical possibilities to both factions, such as opening up a new front to the enemy&#039;s rear, effectively trapping them.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The Office Building&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This building is the very reason for the [[Brenodi Empire|Brenodi]] imperial outpost just a few buildings away. It houses research labs vital to the success of the entire campaign in this region, and plans for new aircraft that simply cannot fall into northern faction hands.&lt;br /&gt;
If the [[Brenodi Empire]] lose this building, the battle will be all over for them. They must fight to the last man to ensure that it stays in their hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Administrative Building&#039;&#039;&#039;&lt;br /&gt;
This building house the city&#039;s pre-conflict archives, and also holds archives of taxes and other things relevant for the ones set on governing the city.&lt;br /&gt;
During the conflict, this building and it&#039;s courtyard have become a vital point because of this data, and holding it will indeed be vital to the success of the struggle in the streets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Chapel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chapel dedicated to the holy technician, a local semi-religious icon symbolizing the spiritual workings of technology.&lt;br /&gt;
Both sides look upon this temple with faith, knowing that it is them that the gods of technology favor. &lt;br /&gt;
Whoever emerges victorious from the struggle in the city will most likely end up celebrating their victory in there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Monorail station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have a large community then the public transportation system is a vital cornerstone to a well working city.&lt;br /&gt;
This is the reason for the construction of the monorail, allowing the inhabitants to quickly move around without getting stuck in traffic.&lt;br /&gt;
Even though the monorail stations have been shut down for the public due to civil unrest before the conflict, it&#039;s location is still absolutely vital for the [[Northern Faction]] as it is their primary way of moving more soldiers to the front lines.&lt;br /&gt;
If the [[Northern Faction]] lose the hold of it, their reinforcements will be stranded leading directly to a unavoidable defeat.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Mine Everything:&#039;&#039;&#039; There are numerous narrow passages and alleyways on this level with nooks and crannies in which to hide mines for the unfortunate passerby. Because of this, Grenadiers are an effective early warning system--if you lose a mine or get a kill, someone&#039;s coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insurmountable Flag:&#039;&#039;&#039; The Courtyard of the Administrative building has one entrance, and otherwise surrounded by walls. A single wall section at the entrance can completely seal off the flag preventing the enemy from capturing it without first deconstructing the wall. This tactic may not be viewed favorably by some players because of it&#039;s effectiveness, so use it at your own risk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall Off Everything:&#039;&#039;&#039; Unlike District, engineers can use walls on this map. If your team is taking a beating and you need to buy some time, block off an entire route with a wall, then take the time to fortify behind it-- turrets, cameras, mines, etc.. You can also put walls in those narrow alleyways to prevent a sneaky enemy from crossing the front lines. Just put a half-constructed wall behind the fully constructed wall to allow your allies to climb over it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_urbanchaos]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_money&amp;diff=4808</id>
		<title>Map:emp money</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_money&amp;diff=4808"/>
		<updated>2007-09-14T12:54:12Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_money}}&lt;br /&gt;
[[Image:Emp money.jpg|thumb|right|250px|(Beta 1.08) Minimap of Emp_Money]]&lt;br /&gt;
&lt;br /&gt;
==Commander Tactics==&lt;br /&gt;
&#039;&#039;&#039;Artillery Tanks are the dominant tank on this map.&#039;&#039;&#039; The entire match must be planed around this fact. A commander that wins without emphasizing artillery was either very lucky or very smart. Be sure to research these units as quickly as possible. Then, research extended range artillery cannons. After that, the choices become more flexible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base defense is key on this map.&#039;&#039;&#039; ML and MG turrets on the ramps overlooking the entrance to your base are key, and consider placing a MG turret on your side of the bridge, close to the entrance, to prevent an early rush. Lastly, place a wall along the entrance, completly blocking it. However, it is essential that you place the wall far enough back so that your tanks can drive over the sides of the ramps onto the bridge. This layout will prevent almost all tank and infantry rushes while allowing you to use the bridge fully.&lt;br /&gt;
&lt;br /&gt;
A well thought out base defense looks like this: [insert image]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not obstruct your half of the bridges with walls or buildings.&#039;&#039;&#039; Your tanks must be able to reach the center of the bridge to defend against the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many commanders make two bases instead of one.&#039;&#039;&#039; on the north and south sides of the map. Not only are these farther away from enemy artillery, they ensure if one base falls, you can quickly muster support from the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not wall in your CV.&#039;&#039;&#039; Should artillery zero in on it&#039;s position, it must be able to move. Otherwise it&#039;s a sitting duck.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
&#039;&#039;&#039;Use many tanks in tandem.&#039;&#039;&#039; Regular artillery cannons can not reach the enemy base while behind the parapapets of your own base; you must advance onto the bridge. The best way to achieve this is to coordinate your tank attacks. Use artillery to clear your half of the bridge, then send regular tanks to clear out the enemy side of the bridge. AS SOON AS THEY HAVE TAKEN THE BRIDGE, send out artillery onto your side of the bridge to support these units. This combination will allow the artillery to reach strike range of the enemy base. If the tanks on the enemy side of the bridge can reach the wall the enemy has constructed, attempt to breach it via engineers it the tanks have been destroyed at this point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploit a breach in the enemy wall.&#039;&#039;&#039; If for some reason the enemy base has an opening, rush it at all expense. If there are many turrets around the opening, artillery will make short work of them. If you are fast enough and well supported by other units, you might even consider taking a jeep through first to distract ML and enemy infantry.&lt;br /&gt;
&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
&#039;&#039;&#039;Resources are plentiful on this map,&#039;&#039;&#039; as are tickets. Don&#039;t hesitate to make the best tank you can, and don&#039;t hesitate to rush the enemy in a suicide charge. However, as usual, it&#039;s far more effective to work with a squad if you choose to rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scouts can be a valuable resource&#039;&#039;&#039; wherever artillery are employed. Be sure to use hide to infiltrate the enemy base. Beware of artillery shots as they will reveal your presence. Find where the enemy is shelling, and sprint past, then hide again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry Rush Early.&#039;&#039;&#039; If you are very fast and a decent shot, choose a Rifleman or a Scout and rush the enemy base as soon as the game starts. Those who are skilled enough to defeat the enemy riflemen attempting to do the same thing to your base will find the only opposition to be engineers who are very distracted by building refineries. A few kills early enough in the game can ruin the enemy build early on and ensure a victory for your faction. It is quite possible to single-handedly win the match if you are quick enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt Enemy Spawning, not resources.&#039;&#039;&#039; In almost every case except an early, early infantry rush, &#039;&#039;targeting the refineries will be a futile gesture,&#039;&#039; because of the number of resources or the number of extra Refineries at the other edge of the map. Should you have artillery units available or have breached the enemy base, focus on destroying either the Barracks or the VF. Likewise, it&#039;s difficult to severely damage the enemy CV on foot, but if you breach the enemy base in a medium or heavy tank, this should be a priority.&lt;br /&gt;
[[Category:Maps|emp_money]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_duststorm&amp;diff=4807</id>
		<title>Map:emp duststorm</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_duststorm&amp;diff=4807"/>
		<updated>2007-09-14T12:50:02Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_duststorm}}&lt;br /&gt;
[[Image:Emp duststorm minimap.jpg|thumb|right|250px|Minimap of Emp_Duststorm]]&lt;br /&gt;
&lt;br /&gt;
==General Map Information==&lt;br /&gt;
Duststorm is a desert with hills in the center and northwest and ruins in the southeast. The NF starts in the southwest and the Bren in the northeast.&lt;br /&gt;
&lt;br /&gt;
==Commander Strategies==&lt;br /&gt;
&#039;&#039;&#039;Forward Bases:&#039;&#039;&#039; Both the Brenodi and NF have several good locations for forward bases. The middle, for example, can be taken and fortified without much trouble. The NF can take and fortify the northwest corner early on. While it is possible to make a forward base in the ruins, it is not suggested to make that the main focus as bases constructed in the ruins are harder to defend from artillery and armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tank Combat:&#039;&#039;&#039; This map is practically made for tank combat. Its many wide open areas provide little cover for infantry. In the end, it often comes down to whichever team uses their tanks better. It is suggested to build many repair pads so that tanks can be repaired more easily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry Combat:&#039;&#039;&#039; As stated previously, the major geographic feature in this map is flat terrain with no cover and steep hillsides scalable by infantry. It is essential that your infantry units stick to these hills. If they get caught by a tank in the middle of a field, they will get cut down. You can prevent this by relying heavily on walls, but this will consume time, resources, and impede your own tank assaults. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scouts:&#039;&#039;&#039; Scouts serve a very important role in this map. Their most important job is to spot oncoming tank attacks. A good commander will send his scouts out to warn against any such threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneaky Base:&#039;&#039;&#039; Some clever commanders have placed a forward base in the extreme north-west corner of the map at A5. Behind the more obvious refinery to the south-east and walled off by hills and the map border, only two choke-points into and out of the area mean that tanks will have a difficult time assaulting the position and infantry can use the hill as an excellent vantage point. Do not rely too heavily on this position, however, as there is limited room for a large base and it&#039;s dangerous to rely on the resource node when the enemy learns of this base location.&lt;br /&gt;
[[Category:Maps|emp_duststorm]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_crossroads&amp;diff=4806</id>
		<title>Map:emp crossroads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_crossroads&amp;diff=4806"/>
		<updated>2007-09-14T12:48:44Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_crossroads}}&lt;br /&gt;
[[Image:Emp crossroads.jpg|thumb|right|Minimap of Emp_Crossroads]]&lt;br /&gt;
&lt;br /&gt;
==Commander Tactics==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The middle chokepoint is the critical point on this map.  The first infantry rush towards this middle chokepoint usually dictates who will dominate the first half, if not all, of the match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Lock-down:&#039;&#039;&#039; There are many entrances to each base and wise commanders wall off a few entrances to prevent the enemy team sneaking into their base and preventing tanks a direct line of fire on the command vehicle and important structures.  It is common strategy to place walls at the side entrances to the main base.  Also, it is common strategy to place many missile launching turrets at the front 2 entrances to the respective base and a few machinegun turrets around the base to prevent pesky infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impromptu Forward Base:&#039;&#039;&#039; If for some reason you can&#039;t build a forward base in the middle of the map, move an APC up whenever the area is safe. However, don&#039;t just leave the APC sitting there. Park near a wall and behind some cover, then place walls around two sides of it, leaving only one (hopefully, the rear) entrance open, and consider dropping turrets or cameras near it. This will give you a cheap, fast forward base that&#039;s protected from everything but grenadiers on the roof of the fortress structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad:&#039;&#039;&#039; If you happen to lose control of the middle, don&#039;t give up yet. Some matches on this map have been won because the aggressive side was too enthusiastic in holding their ground. Make sure your team has engineers and is using revive, and try to inflict as much damage on enemy infantry as possible. Prevent the enemy from breaching the middle at all cost--if they get tanks past your entrance ramps you&#039;re in serious trouble. Your main threat when trying this tactic is artillery; these will eat through your defenses in no time and you wont have the resources to counter them. But if you can pull this off, you&#039;ll find the enemy offensive pleasantly absent when their tickets drop to single digits. This isn&#039;t a strategy to rely on frequently, but this map is made to favor the defender and with good teamwork this is possible as a last-ditch effort.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
Begin the match by rushing the middle with both engineers and riflemen.  Riflemen are to attack any enemy rushing infantry, while engineers construct both machinegun turrets and the 2 refineries at the middle chokepoint.  The first five minutes are crucial for who receives not only an added income for research upgrades, but provides a forward base to push back the enemy.  If not taken becoming a scout with the hide ability is suggested.  This is suggested to be able to climb to the roof of the center building/base and provides excellent view to take out engineers building refineries and turrets.  The hide ability plays the important role of not being able to be hit by enemy machinegun turrets.&lt;br /&gt;
&lt;br /&gt;
During the middle phase of this map squads are suggested to use both tanks and APCs in tandem to allow progress to the side of the enemy’s main base.  Engineers are used extensively in this process to allow both the repairing of tanks and the building of a barracks on the side of the enemy’s base to allow an all out attack.  Suggested squads are made up of both grenadiers and engineers.&lt;br /&gt;
&lt;br /&gt;
During the final phase of this map squads are suggested to be primarily grenadiers due to their anti-tank/turret abilities.  If working in tandem a squad of grenadiers can eliminate turrets created by the enemy and provide enough firepower to destroy both the enemy’s barracks and command vehicle.&lt;br /&gt;
&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
&#039;&#039;&#039;Cap the Middle:&#039;&#039;&#039; Resources are only plentiful on this map if the middle chokepoint is captured. Without the middle chokepoint being captured an empire only has access to only 3 refineries.  The middle chokepoint provides 2 more refineries which can provide a much needed increase in resources to help provide continued research without a loss in tanks being built.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive Early Rush:&#039;&#039;&#039; Infantry rushing in early is &#039;&#039;&#039;highly&#039;&#039;&#039; recommended. After the initial rush has been completed ramps at all side chokepoints are to be built to prevent early tank rushes.  Placing turrets leading up to chokepoints is recommended and can slow enemy advancement considerably.&lt;br /&gt;
&lt;br /&gt;
When artillery is available it is suggested to aim into the walled main base due to buildings being closer together then normal.  An artillery shell will almost always give damage to anything if it lands in the main base.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
It is important to know at the middle chokepoint there are up to 3 levels with the upper 2 levels being only available to infantry.  Also, ramps are available at all side chokepoints, but only can be built on your half of the map.  For each main base there are 6 entrances with 2 being on each side except the back wall which is the end of the map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_crossroads]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=4805</id>
		<title>Map:emp canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=4805"/>
		<updated>2007-09-14T12:47:21Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_canyon }}&lt;br /&gt;
[[Image:Emp canyon.jpg|thumb|right|250px|Minimap of Emp_Canyon]]&lt;br /&gt;
&lt;br /&gt;
Canyon is a canyon with an unscalable mountain area in the center. There are four chokepoints where the center mountain reaches close to the outer walls of the map, dividing the arena into four quadrants. The NF starts in the Northwest, and the Bren in the Southeast.&lt;br /&gt;
&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The canyon chokepoints are critical defensive boundaries on this map. The first infantry rush towards the north and south chokepoints usually dictate who will dominate the first half of the match. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF Forward Bases:&#039;&#039;&#039; It&#039;s a common NF strategy to establish a forward base on the hill in the far Southwest corner of the Southwest quadrant: (A1/A2). This gives the NF team easy access to the south pass, and grants their infantry tree cover on the approach. A daring commander can comm-rush this position and set up a barracks quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bren Forward Bases:&#039;&#039;&#039; Bren commanders usually establish a forward base near (B2/C2), sealing the chokepoint with walls and turrets. Alternatively, one could comm-rush North from the start, establishing a base near the center of the Northwest quadrant, north of the east pass at (D4/D5). This is a less defensible position than the NF base at (A1/A2).&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C1: NF&#039;&#039;&#039; A good NF scout can use hide and the tree cover granted in the forest at (C1) to hinder all Bren expansion into the south pass early on. Just be ready to retreat when the first tanks are produced. From these woods, one can see the far wall of the canyon before the Steam engine has rendered the Bren buildings; be sure to hold your fire until you&#039;re sure the enemy is in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C4: Bren&#039;&#039;&#039; Likewise, a good Bren infantryman can use the forest along the southern edge of the north pass to hold back the NF forces while using the trees for cover at (C4). Be warned, however, that the first clashes usually occur just north of the east pass. By the time the Bren forces manage to get to these forests, the first tank rush could be happening soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware the fields at C1/C2.&#039;&#039;&#039; Without artillery support, the field west of the Bren base can become a tank deathtrap. If the bren forces have secured themselves well, resist the urge to charge into this area. Instead, focus on containing the enemy until artillery units have been provided.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_canyon]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4804</id>
		<title>Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4804"/>
		<updated>2007-09-14T12:46:02Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_isle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp isle.jpg|thumb|right|250px|Minimap of Emp_Isle]]&lt;br /&gt;
[[Category:Maps|emp_isle]]&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; Control of the refinery in the hills at b5 is very important and gives it&#039;s controller a &#039;&#039;&#039;considerable&#039;&#039;&#039; advantage. This location puts you in very close striking distance of the adjacent refineries at b4 and a6. The refinery at b4 will soon fall under your control if you hold b5 because it is incredibly easy to destroy the beach-side ref from the upper ground. Furthermore, an assault from the south is very difficult because of the lack of cover and the narrow path. If your base is far enough north, you can strike at the refinery at b6 easily as well. Furthermore, whoever has a forward base at this location will quickly and easily be able to storm the hills to the enemy&#039;s original base in very short order. Simply put, &#039;&#039;control this location if at all possible.&#039;&#039; Although both BE and NF can reach this point at about the same time early in the game, the BE have an easier time defending it because of tree cover. The east hills are difficult for the NF to assault because of their one ladder access point, so if the NF fail to conquer the northwest, they will find themselves pinned down in the valleys of the map quickly and painfully.&lt;br /&gt;
&lt;br /&gt;
== Infantry Strategies ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;Middle Plain:&#039;&#039;&#039; The Middle has a Super Node that gives 2X the output of other resource nodes, but is incredibly hard to defend from enemy fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; The West Hills provide a direct route to the enemy base, while there are 7 resource nodes to grab and defend from it. As noted above, whoever controls these hills can attack the enemy base at their leisure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Hills:&#039;&#039;&#039; The East Hills are easily defensible and often ignored, while they house 3 resource nodes close to each other. If you have the lower right hill as BE, you can invade the NF base from the side and/or the hill. Furthermore, these hills are incredibly easy to reach as BE, but take farther to get to and are more difficult to assault from the NF position.&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4803</id>
		<title>Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4803"/>
		<updated>2007-09-14T10:41:08Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Removed rocket sniping section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_isle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp_isle_map.png|right]]&lt;br /&gt;
[[Image:Emp isle.jpg|thumb|right|250px|Minimap of Emp_Isle]]&lt;br /&gt;
[[Category:Maps|emp_isle]]&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; Control of the refinery in the hills at b5 is very important and gives it&#039;s controller a &#039;&#039;&#039;considerable&#039;&#039;&#039; advantage. This location puts you in very close striking distance of the adjacent refineries at b4 and a6. The refinery at b4 will soon fall under your control if you hold b5 because it is incredibly easy to destroy the beach-side ref from the upper ground. Furthermore, an assault from the south is very difficult because of the lack of cover and the narrow path. If your base is far enough north, you can strike at the refinery at b6 easily as well. Furthermore, whoever has a forward base at this location will quickly and easily be able to storm the hills to the enemy&#039;s original base in very short order. Simply put, &#039;&#039;control this location if at all possible.&#039;&#039; Although both BE and NF can reach this point at about the same time early in the game, the BE have an easier time defending it because of tree cover. The east hills are difficult for the NF to assault because of their one ladder access point, so if the NF fail to conquer the northwest, they will find themselves pinned down in the valleys of the map quickly and painfully.&lt;br /&gt;
&lt;br /&gt;
== Infantry Strategies ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;Middle Plain:&#039;&#039;&#039; The Middle has a Super Node that gives 2X the output of other resource nodes, but is incredibly hard to defend from enemy fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; The West Hills provide a direct route to the enemy base, while there are 7 resource nodes to grab and defend from it. As noted above, whoever controls these hills can attack the enemy base at their leisure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Hills:&#039;&#039;&#039; The East Hills are easily defensible and often ignored, while they house 3 resource nodes close to each other. If you have the lower right hill as BE, you can invade the NF base from the side and/or the hill. Furthermore, these hills are incredibly easy to reach as BE, but take farther to get to and are more difficult to assault from the NF position.&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4795</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4795"/>
		<updated>2007-09-13T11:54:24Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s only logical that weapons are compared within their own category. Wouldn&#039;t make much sense otherwise. --[[User:L3TUC3|L3TUC3]] 14:01, 10 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done the MG&#039;s, based on DPS, Spread, and heat per second. I think some will need some subjective adjustments. -- [[User:Broccoli|Broccoli]] 06:33, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How did you fill in the heat category? Is it hat given to the target or to the user? Also, should we emphasize damage given to armor more? It&#039;s not very clear right now with just a broad damage star system. --[[User:L3TUC3|L3TUC3]] 22:37, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Heat is the amount of heat it costs to fire the weapon. Separating infantry/vehicles/building damage might be useful, but I can&#039;t find anything in the scripts that dictates these things. Like I said, I think it will have to be done subjectively based on what it &#039;feels&#039; like when you play with them. I&#039;ll add the placeholders for the new categories anyway, then anyone can easily fiddle around with the actual ratings. -- [[User:Broccoli|Broccoli]] 07:26, 12 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is really confusing, it needs more clarification (is it damage per second or shot? I can figure this out, but we don&#039;t want people thinking that the guns do 1000dmg per shot). More explanation would be very useful. --[[User:Arklansman|Arklansman]] 21:36, 12 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It is damage per second, and heat per second. After all, you have to be able to compare weapons of different firing rates. Maybe remove the cycle time figures totally (although they are quite important for cannons). I&#039;m not the only person that can edit this page :p -- [[User:Broccoli|Broccoli]] 07:54, 13 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4793</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4793"/>
		<updated>2007-09-12T11:44:17Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Zeroed damage values for MG&amp;#039;s which don&amp;#039;t affect armor and/or structures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is an index of all the weapons that can be used to equipped during vehicle customization.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4792</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4792"/>
		<updated>2007-09-12T11:35:01Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is a list of all the items that can be used to customize a vehicle.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4791</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4791"/>
		<updated>2007-09-12T11:26:27Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s only logical that weapons are compared within their own category. Wouldn&#039;t make much sense otherwise. --[[User:L3TUC3|L3TUC3]] 14:01, 10 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done the MG&#039;s, based on DPS, Spread, and heat per second. I think some will need some subjective adjustments. -- [[User:Broccoli|Broccoli]] 06:33, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How did you fill in the heat category? Is it hat given to the target or to the user? Also, should we emphasize damage given to armor more? It&#039;s not very clear right now with just a broad damage star system. --[[User:L3TUC3|L3TUC3]] 22:37, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Heat is the amount of heat it costs to fire the weapon. Separating infantry/vehicles/building damage might be useful, but I can&#039;t find anything in the scripts that dictates these things. Like I said, I think it will have to be done subjectively based on what it &#039;feels&#039; like when you play with them. I&#039;ll add the placeholders for the new categories anyway, then anyone can easily fiddle around with the actual ratings. -- [[User:Broccoli|Broccoli]] 07:26, 12 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4788</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4788"/>
		<updated>2007-09-11T10:33:24Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s only logical that weapons are compared within their own category. Wouldn&#039;t make much sense otherwise. --[[User:L3TUC3|L3TUC3]] 14:01, 10 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done the MG&#039;s, based on DPS, Spread, and heat per second. I think some will need some subjective adjustments. -- [[User:Broccoli|Broccoli]] 06:33, 11 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4787</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4787"/>
		<updated>2007-09-11T10:31:02Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is a list of all the items that can be used to customize a vehicle.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(5.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(8.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(20.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(12.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(13.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Added Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4786</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4786"/>
		<updated>2007-09-11T10:15:29Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is a list of all the items that can be used to customize a vehicle.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(187.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.1)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(555.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1000)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.2)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(40)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(55.6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.75)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(600)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(800)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.04)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(3.3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.03)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(4)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
{|&lt;br /&gt;
|DPS: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;(24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Spread: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(0.01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;(1)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Added Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4779</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4779"/>
		<updated>2007-09-08T11:19:21Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4776</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4776"/>
		<updated>2007-09-07T14:11:39Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Updated figures from script files, added some others&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is a list of all the items that can be used to customize a vehicle.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Cycle Time: 0.16&lt;br /&gt;
* Spread: 0.01&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Added Heat: 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.2&lt;br /&gt;
* Spread: 0.03&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 50 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
* Spread: 0.01&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Cycle Time: 0.06&lt;br /&gt;
* Spread: 0.01&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Added Heat: 0.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 4&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.1&lt;br /&gt;
* Spread: 0.08&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.09&lt;br /&gt;
* Spread: 0.06&lt;br /&gt;
* Weight: 120&lt;br /&gt;
* Added Heat: 0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 24&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.025&lt;br /&gt;
* Spread: 0.04&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.04&lt;br /&gt;
* Spread: 0.02&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.3&lt;br /&gt;
* Spread: 0.03&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 12&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Cycle Time: 0.5&lt;br /&gt;
* Spread: 0.01&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 1&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.6&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Cycle Time: 4.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1600&lt;br /&gt;
* Clip Size: 4 (5 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 6 (5 Clips)&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Reload Time: 3.8&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 3 (3 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Speed: 100&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Cycle Time: 10.0&lt;br /&gt;
* Reload Time: 12.0&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Added Heat: 70&lt;br /&gt;
* Explosion Radius / Force: 2000 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Speed: 1800&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 6.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 1.0&lt;br /&gt;
* Reload Time: 3.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Speed: 1500&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 5.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Reload Time: 8.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Speed: 1100&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Reload Time: 9.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Speed: 1000&lt;br /&gt;
* Clip Size: 4 (6 Clips)&lt;br /&gt;
* Reload Time: 10.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Cycle Time: 3.0&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4771</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4771"/>
		<updated>2007-09-06T14:06:06Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Why do we need slot numbers when the graphics are there too?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is a list of all the items that can be used to customize a vehicle.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Added Heat: + 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 60 (5 Clips)&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Weight: 40&lt;br /&gt;
* Added Heat: + 0.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
* Explosion Radius / Force: 50 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: + 0.4&lt;br /&gt;
* Explosion Radius / Force: 50 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Weight: 40&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Weight: 45&lt;br /&gt;
* Added Heat: + 1.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Weight: 45&lt;br /&gt;
* Added Heat: + 1&lt;br /&gt;
* Explosion Radius / Force: 10 / 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Weight: 45&lt;br /&gt;
* Added Heat: + 1&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Added Heat: + 70&lt;br /&gt;
* Explosion Radius / Force: 1700 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4770</id>
		<title>Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Weapon_Appendix&amp;diff=4770"/>
		<updated>2007-09-06T14:02:21Z</updated>

		<summary type="html">&lt;p&gt;Reginald2710: Updated Tank Cannon Figures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Vehicle Payload Appendix}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following is a list of all the items that can be used to customize a vehicle.&lt;br /&gt;
&lt;br /&gt;
= Vehicle Weapons =&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg_small.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Standard Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets with common properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Clip Size: 50 (3 Clips)&lt;br /&gt;
* Slots: 1&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Added Heat: + 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Biological Machine Gun&#039;&#039;&#039; - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Projectile&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 5&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 10&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Medium Machine Gun&#039;&#039;&#039; - .50 caliber firing medium machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 60 (5 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;.50 Cal Heavy Machine Gun&#039;&#039;&#039; - .50 caliber firing heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 75 (6 Clips)&lt;br /&gt;
* Slots: 3&lt;br /&gt;
* Weight: 40&lt;br /&gt;
* Added Heat: + 0.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Depleted Uranium Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Clip Size: 40 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 30&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
* Explosion Radius / Force: 50 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg large.gif|left]]&#039;&#039;&#039;Depleted Uranium Heavy Machine Gun&#039;&#039;&#039; - This machine gun fires armor penetrating rounds that can damage vehicle armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Heavy Caliber Machine Gun&lt;br /&gt;
* Cost: 50&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Clip Size: 80 (4 Clips)&lt;br /&gt;
* Slots: 3&lt;br /&gt;
* Weight: 50&lt;br /&gt;
* Added Heat: + 0.4&lt;br /&gt;
* Explosion Radius / Force: 50 / 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg small.gif|left]]&#039;&#039;&#039;Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Slots: 1&lt;br /&gt;
* Weight: 40&lt;br /&gt;
* Added Heat: + 0.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Medium Chain Gun&#039;&#039;&#039; - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 45&lt;br /&gt;
* Added Heat: + 1.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;Plasma Machine Gun&#039;&#039;&#039; - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Bullet Projectile&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 1&lt;br /&gt;
* Clip Size: 200 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 45&lt;br /&gt;
* Added Heat: + 1&lt;br /&gt;
* Explosion Radius / Force: 10 / 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg med.gif|left]]&#039;&#039;&#039;High Explosive Machine Gun&#039;&#039;&#039; - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Flagration Compounds &amp;gt; Explosive Tipped Bullets&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Clip Size: 50 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 45&lt;br /&gt;
* Added Heat: + 1&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tank Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn small.gif|left]]&#039;&#039;&#039;Standard Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.4&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Ranged Cannon&#039;&#039;&#039; - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 1.5&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 14&lt;br /&gt;
* Speed: 3000&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;High Explosive Cannon&#039;&#039;&#039; - This cannon has its explosive compound upgraded for a stronger explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3200&lt;br /&gt;
* Explosion Radius / Force: 500 / 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn med.gif|left]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Superheated Material Physics &amp;gt; Plasma Cannon Projectile&lt;br /&gt;
* Cost: 25&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 2.0&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Added Heat: 16&lt;br /&gt;
* Speed: 3100&lt;br /&gt;
* Explosion Radius / Force: 300 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cn large.gif|left]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Advanced Magnet Research &amp;gt; Rail Gun&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 30&lt;br /&gt;
* Cycle Time: 0.8&lt;br /&gt;
* Weight: 80&lt;br /&gt;
* Added Heat: 6&lt;br /&gt;
* Speed: 3500&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
== Artillery Cannons ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_small.gif|left]]&#039;&#039;&#039;Small Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (6 Clips)&lt;br /&gt;
* Slots: 1&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 550 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Medium Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 120&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 700 / 600&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;High Explosive Artillery Cannon&#039;&#039;&#039; - An artillery cannon with the greatest damage.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detonation Compounds &amp;gt; Explosive Shells&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 150&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 15&lt;br /&gt;
* Explosion Radius / Force: 900 / 700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ac_med.gif|left]]&#039;&#039;&#039;Ranged Artillery Cannon&#039;&#039;&#039; - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Projectile Physics &amp;gt; Extended Range Cannon&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 100&lt;br /&gt;
* Clip Size: 10 (8 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 20&lt;br /&gt;
* Explosion Radius / Force: 1100 / 500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_small.gif|left]]&#039;&#039;&#039;Standard Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 1&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 4&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Upgraded Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 70&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 6&lt;br /&gt;
* Explosion Radius / Force: 100 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_med.gif|left]]&#039;&#039;&#039;Biological Warhead&#039;&#039;&#039; - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Biology &amp;gt; Biological Weaponry &amp;gt; Biological Warhead&lt;br /&gt;
* Cost: 40&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 6&lt;br /&gt;
* Explosion Radius / Force: 300 / 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_large.gif|left]]&#039;&#039;&#039;Nuclear Tipped Missile Launcher&#039;&#039;&#039; - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Physics &amp;gt; Nuclear Fission &amp;gt; Nuclear Warhead&lt;br /&gt;
* Cost: 150&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Clip Size: 6 (1 Clip)&lt;br /&gt;
* Slots: 3&lt;br /&gt;
* Weight: 200&lt;br /&gt;
* Added Heat: + 70&lt;br /&gt;
* Explosion Radius / Force: 1700 / 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Missile Launcher&#039;&#039;&#039; - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Warhead Compounds &amp;gt; Upgraded Missile Warhead&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 35&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 100 / 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 10&lt;br /&gt;
* Explosion Radius / Force: 110 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_guid.gif|left]]&#039;&#039;&#039;Upgraded Guided Missile Launcher&#039;&#039;&#039; - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Guided Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 15&lt;br /&gt;
* Explosion Radius / Force: 130 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 30&lt;br /&gt;
* Damage: 60&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 12&lt;br /&gt;
* Explosion Radius / Force: 100 / 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_home.gif|left]]&#039;&#039;&#039;Upgraded Homing Missile Launcher&#039;&#039;&#039; - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 16&lt;br /&gt;
* Explosion Radius / Force: 100 / 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ml_salvo.gif|left]]&#039;&#039;&#039;Salvo Homing Missile Launcher&#039;&#039;&#039; - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Electrical Engineering &amp;gt; Tracking Systems &amp;gt; Homing Missiles&lt;br /&gt;
* Cost: 35&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Clip Size: 4 (4 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 15&lt;br /&gt;
* Explosion Radius / Force: 80 / 30&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl small.gif|left]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; None&lt;br /&gt;
* Cost: 10&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Slots: 1&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 5&lt;br /&gt;
* Explosion Radius / Force: 200 / 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl med.gif|left]]&#039;&#039;&#039;Upgraded Grenade Launcher&#039;&#039;&#039; - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Required:&#039;&#039;&#039; Chemistry &amp;gt; Improved Detionation Compounds &amp;gt; Upgraded Grenades&lt;br /&gt;
* Cost: 20&lt;br /&gt;
* Damage: 110&lt;br /&gt;
* Clip Size: 10 (2 Clips)&lt;br /&gt;
* Slots: 2&lt;br /&gt;
* Weight: 100&lt;br /&gt;
* Added Heat: + 8&lt;br /&gt;
* Explosion Radius / Force: 300 / 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Reginald2710</name></author>
	</entry>
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