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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Smithy</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=Smithy"/>
	<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/Special:Contributions/Smithy"/>
	<updated>2026-06-15T11:40:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=MediaWiki:Sidebar&amp;diff=11311</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=MediaWiki:Sidebar&amp;diff=11311"/>
		<updated>2026-06-02T10:23:59Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage&lt;br /&gt;
** http://empiresmod.com|Empires Website&lt;br /&gt;
** https://store.steampowered.com/app/17740|Download Empires&lt;br /&gt;
* Community&lt;br /&gt;
** Empires Discord|Empires Discord&lt;br /&gt;
** https://www.reddit.com/r/Empires/|Empires Subreddit&lt;br /&gt;
** https://steamcommunity.com/app/17740/discussions/|Steam Discussions&lt;br /&gt;
* Wiki&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** specialpages-url|specialpages&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=MediaWiki:Sidebar&amp;diff=11310</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=MediaWiki:Sidebar&amp;diff=11310"/>
		<updated>2026-06-02T10:22:22Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage&lt;br /&gt;
** http://empiresmod.com|Empires Website&lt;br /&gt;
** https://store.steampowered.com/app/17740|Download Empires&lt;br /&gt;
* Community&lt;br /&gt;
** Empires Discord|Empires Discord&lt;br /&gt;
** https://www.reddit.com/r/Empires/|Empires Subreddit&lt;br /&gt;
** https://steamcommunity.com/app/17740/discussions/|Steam Discussions&lt;br /&gt;
* Wiki&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** specialpages-url|specialpages&lt;br /&gt;
** randompage-url|randompage&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=MediaWiki:Sidebar&amp;diff=11309</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=MediaWiki:Sidebar&amp;diff=11309"/>
		<updated>2026-06-02T10:18:45Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage&lt;br /&gt;
** http://empiresmod.com|empiresmod.com&lt;br /&gt;
* Community&lt;br /&gt;
** Empires Discord|Empires Discord&lt;br /&gt;
** https://www.reddit.com/r/Empires/|Empires Subreddit&lt;br /&gt;
** https://steamcommunity.com/app/17740/discussions/|Steam Discussions&lt;br /&gt;
* Wiki&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** specialpages-url|specialpages&lt;br /&gt;
** randompage-url|randompage&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Helping_Out&amp;diff=11307</id>
		<title>Helping Out</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Helping_Out&amp;diff=11307"/>
		<updated>2026-05-06T12:11:34Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Helping Out}}&lt;br /&gt;
&lt;br /&gt;
The beauty of a [[wiki]] is that anyone can contribute to its maintenance and growth. All you need to do is register for an account, verify your email address and start editing by clicking the “Edit” link at the top of each page. Wiki pages are created using a simple markup language, which is explained in the [[metawikimedia:Help:Contents#For_editors|MediaWiki Editor’s Guide]].&lt;br /&gt;
&lt;br /&gt;
* If you have any questions about working on the content here, feel free to stop by the [[Empires Discord]].&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11304</id>
		<title>Version/2.40.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11304"/>
		<updated>2026-05-03T12:28:18Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Bugfix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.40.0 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Updated the game to use the Team Fortress 2 engine branch.&lt;br /&gt;
** You can read about the features/changes here - https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch.&lt;br /&gt;
&lt;br /&gt;
=== Bugfix ===&lt;br /&gt;
* Fixed a memory leak relating to the creation of vehicle grenades.&lt;br /&gt;
* Fixed a velocity calculation used by speedToDamageModifier. Previously the damage applied was inconsistent due to calculations based on projectile orientation.&lt;br /&gt;
* Fixed the logic for the &amp;quot;Back from the dead&amp;quot; achievement, it was being awarded to players who got a kill after reviving someone - rather than the intention of after being revived.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Changes to maps:&lt;br /&gt;
** Retired emp_arid as an officially supported map, the files will be uploaded to the Steam Workshop for download instead.&lt;br /&gt;
** Retired emp_money as an officially supported map, the files will be uploaded to the Steam Workshop for download instead.&lt;br /&gt;
** Removed mm_crossroads map. This was added as a main menu map but it was never fully implemented.&lt;br /&gt;
* Recompiled shaders and updated the PBR shader - from https://github.com/thexa4/source-pbr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11234</id>
		<title>Version/2.40.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11234"/>
		<updated>2026-03-28T11:59:50Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.40.0 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Updated the game to use the Team Fortress 2 engine branch.&lt;br /&gt;
** You can read about the features/changes here - https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch.&lt;br /&gt;
&lt;br /&gt;
=== Bugfix ===&lt;br /&gt;
* Fixed a memory leak relating to the creation of vehicle grenades.&lt;br /&gt;
* Fixed a velocity calculation used by speedToDamageModifier. Previously the damage applied was inconsistent due to calculations based on projectile orientation.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Changes to maps:&lt;br /&gt;
** Retired emp_arid as an officially supported map, the files will be uploaded to the Steam Workshop for download instead.&lt;br /&gt;
** Retired emp_money as an officially supported map, the files will be uploaded to the Steam Workshop for download instead.&lt;br /&gt;
** Removed mm_crossroads map. This was added as a main menu map but it was never fully implemented.&lt;br /&gt;
* Recompiled shaders and updated the PBR shader - from https://github.com/thexa4/source-pbr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11233</id>
		<title>Version/2.40.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11233"/>
		<updated>2026-03-28T11:38:31Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.40.0 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Updated the game to use the Team Fortress 2 engine branch.&lt;br /&gt;
** You can read about the features/changes here - https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch.&lt;br /&gt;
&lt;br /&gt;
=== Bugfix ===&lt;br /&gt;
* Fixed a memory leak relating to the creation of vehicle grenades.&lt;br /&gt;
* Fixed a velocity calculation used by speedToDamageModifier. Previously the damage applied was inconsistent due to calculations based on projectile orientation.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Changes to maps:&lt;br /&gt;
** Retired emp_arid as an officially supported map, the files will be uploaded to the Steam Workshop for download instead.&lt;br /&gt;
** Removed mm_crossroads map. This was added as a main menu map but it was never fully implemented.&lt;br /&gt;
* Recompiled shaders and updated the PBR shader - from https://github.com/thexa4/source-pbr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11231</id>
		<title>Version/2.40.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11231"/>
		<updated>2026-03-22T19:26:12Z</updated>

		<summary type="html">&lt;p&gt;Smithy: Smithy moved page Version/2.34.0 to Version/2.40.0 without leaving a redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.40.0 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Updated the game to use the Team Fortress 2 engine branch.&lt;br /&gt;
** You can read about the features/changes here - https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch.&lt;br /&gt;
&lt;br /&gt;
=== Bugfix ===&lt;br /&gt;
* Fixed a memory leak relating to the creation of vehicle grenades.&lt;br /&gt;
* Fixed a velocity calculation used by speedToDamageModifier. Previously the damage applied was inconsistent due to calculations based on projectile orientation.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Removed mm_crossroads map. This was added as a main menu map but it was never fully implemented.&lt;br /&gt;
* Recompiled shaders and updated the PBR shader - from https://github.com/thexa4/source-pbr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11230</id>
		<title>Version/2.40.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.40.0&amp;diff=11230"/>
		<updated>2026-03-22T19:25:47Z</updated>

		<summary type="html">&lt;p&gt;Smithy: Created page with &amp;quot;{{SitenavNested|:Change_Log|Patch notes}} == 2.40.0 == {{FuturePatch}} &amp;lt;small&amp;gt;&amp;#039;&amp;#039;&amp;#039;Release: (TBA)&amp;#039;&amp;#039;&amp;#039;&amp;lt;/small&amp;gt; === Features === * Updated the game to use the Team Fortress 2 engine branch. ** You can read about the features/changes here - https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch.  === Bugfix === * Fixed a memory leak relating to the creation of vehicle grenades. * Fixed a velocity calculation used by speedToDamageModifier. Previously the damage...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.40.0 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Updated the game to use the Team Fortress 2 engine branch.&lt;br /&gt;
** You can read about the features/changes here - https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch.&lt;br /&gt;
&lt;br /&gt;
=== Bugfix ===&lt;br /&gt;
* Fixed a memory leak relating to the creation of vehicle grenades.&lt;br /&gt;
* Fixed a velocity calculation used by speedToDamageModifier. Previously the damage applied was inconsistent due to calculations based on projectile orientation.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Removed mm_crossroads map. This was added as a main menu map but it was never fully implemented.&lt;br /&gt;
* Recompiled shaders and updated the PBR shader - from https://github.com/thexa4/source-pbr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11226</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11226"/>
		<updated>2026-02-21T17:42:29Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-02-21)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a server crash caused by players repairing tanks that have been parented to other entities.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities (See https://git.neoony.com/empires_public/empires_scripts/-/merge_requests/327)&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Reduced Cycletime from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11225</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11225"/>
		<updated>2026-02-21T17:38:48Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Armors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a server crash caused by players repairing tanks that have been parented to other entities.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities (See https://git.neoony.com/empires_public/empires_scripts/-/merge_requests/327)&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Reduced Cycletime from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11224</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11224"/>
		<updated>2026-02-21T17:38:35Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a server crash caused by players repairing tanks that have been parented to other entities.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armors =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities (See https://git.neoony.com/empires_public/empires_scripts/-/merge_requests/327)&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Reduced Cycletime from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11223</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11223"/>
		<updated>2026-02-21T17:34:33Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a server crash caused by players repairing tanks that have been parented to other entities.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armors =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Reduced Cycletime from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11222</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11222"/>
		<updated>2026-02-21T16:46:08Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a server crash caused by players repairing tanks that have been parented to other entities.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armors =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
* Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Reduced Cycletime from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11221</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11221"/>
		<updated>2026-02-21T16:43:37Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armors =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
* Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Reduced Cycletime from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11220</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11220"/>
		<updated>2026-02-21T16:43:22Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armors =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
* Reduced Damage from 130 to 120&lt;br /&gt;
* TOW Guided Missile Launcher&lt;br /&gt;
** Cycletime decreased from 1.25 to 1.1&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11219</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11219"/>
		<updated>2026-02-21T16:41:10Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Northern Faction&#039;s .50cal Rifle&lt;br /&gt;
** Increased Cycle Time from 0.25 to 0.3&lt;br /&gt;
* Brenodi Empires&#039; Burst Rifle&lt;br /&gt;
** Reduced Cycle Time from 0.5 to 0.4&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armors =====&lt;br /&gt;
* Transferred Absorbant Heat Dissipation property to Ablative&lt;br /&gt;
** Increased Absorbant&#039;s Damage to Heat Absorbed from -0.15 to 0.01&lt;br /&gt;
** Reduced Ablative&#039;s Damage to Heat Absorbed from 0.01 to -0.15&lt;br /&gt;
* Increased Ablative&#039;s Regeneration from 1 hp/s to 2 hp/s&lt;br /&gt;
&lt;br /&gt;
===== Chassis =====&lt;br /&gt;
* Artillery&lt;br /&gt;
** Reduced Cost from 775 to 650&lt;br /&gt;
** Increased available Weight from 255 to 270&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Changed Engine Heat Zones to have better defined identities&lt;br /&gt;
** Standard Engine: Low, Medium and High Heat Zones are equal, and critical is small&lt;br /&gt;
** 3 Phase: Smaller High Heat Zone, and Smaller Critical Heat Zone&lt;br /&gt;
** Fission: Larger High Heat Zone, and Larger Critical Heat Zone&lt;br /&gt;
** Bio Diesel: Larger Medium Heat Zone&lt;br /&gt;
** Adv. Coolant: Much Larger Low Heat Zone, Much Smaller High Heat Zone, and Much Smaller Critical Heat Zone&lt;br /&gt;
** Gas Turbine: Larger Low Heat Zone, and Smaller Medium Heat Zone&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Reduced Railgun&#039;s Damage from 130 to 120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
===== Engine =====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11218</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11218"/>
		<updated>2026-01-25T16:48:32Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the published versions of empires:&lt;br /&gt;
&lt;br /&gt;
== Source Engine (2013 branch) ==&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.39|3|2026-01-25}}&lt;br /&gt;
{{VersionTableRow|2.39|2|2025-12-13}}&lt;br /&gt;
{{VersionTableRow|2.39|1|2025-12-06}}&lt;br /&gt;
{{VersionTableRow|2.39|0|2025-11-30}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.38|3|2025-07-26}}&lt;br /&gt;
{{VersionTableRow|2.38|2|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|1|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|0|2025-06-20}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.37|4|2024-10-19}}&lt;br /&gt;
{{VersionTableRow|2.37|3|2024-09-08}}&lt;br /&gt;
{{VersionTableRow|2.37|2|2024-08-18}}&lt;br /&gt;
{{VersionTableRow|2.37|1|2024-08-11}}&lt;br /&gt;
{{VersionTableRow|2.37|0|2024-05-26}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.36|3|2024-04-20}}&lt;br /&gt;
{{VersionTableRow|2.36|2|2024-02-24}}&lt;br /&gt;
{{VersionTableRow|2.36|1|2024-02-18}}&lt;br /&gt;
{{VersionTableRow|2.36|0|2024-02-17}}&lt;br /&gt;
{{VersionTableRow|patches=3|2.35|2|2023-07-15}}&lt;br /&gt;
{{VersionTableRow|2.35|1|2023-07-08}}&lt;br /&gt;
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{{VersionTableRow|2.34|1|2022-01-16}}&lt;br /&gt;
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{{VersionTableRow|2.30|4|2021-01-22}}&lt;br /&gt;
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{{VersionTableRow|2.30|1|2020-12-05}}&lt;br /&gt;
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{{VersionTableRow|2.20|1}}&lt;br /&gt;
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{{VersionTableRow|2.17|3}}&lt;br /&gt;
{{VersionTableRow|2.17|2}}&lt;br /&gt;
{{VersionTableRow|2.17|1|2018-08-15}}&amp;lt;!-- Last version to have a forum post --&amp;gt;&lt;br /&gt;
{{VersionTableRow|patches=4|2.16|4}}&lt;br /&gt;
{{VersionTableRow|2.16|3}}&lt;br /&gt;
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{{VersionTableRow|patches=1|2.11|1}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.10|0|2016-9-25}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.9|3}}&lt;br /&gt;
{{VersionTableRow|2.9|2}}&lt;br /&gt;
{{VersionTableRow|2.9|1}}&lt;br /&gt;
{{VersionTableRow|2.9|0|2016-08-13}} &amp;lt;!--First linux release--&amp;gt;&lt;br /&gt;
{{VersionTableRow|patches=1|2.8|0|2016-05-08}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.7|0|2016-02-17}}&lt;br /&gt;
{{VersionTableRow|patches=12|2.6|9|2015-06-27}}&lt;br /&gt;
{{VersionTableRow|2.6|8|2015-05-10}}&lt;br /&gt;
{{VersionTableRow|2.6|7a}}&lt;br /&gt;
{{VersionTableRow|2.6|7|2015-05-04}}&lt;br /&gt;
{{VersionTableRow|2.6|6|2015-04-25}}&lt;br /&gt;
{{VersionTableRow|2.6|5|2015-03-28}}&lt;br /&gt;
{{VersionTableRow|2.6|4a|2015-03-22}}&lt;br /&gt;
{{VersionTableRow|2.6|4|2015-03-21}}&lt;br /&gt;
{{VersionTableRow|2.6|3|2015-03-14}}&lt;br /&gt;
{{VersionTableRow|2.6|2|2015-02-12}}&lt;br /&gt;
{{VersionTableRow|2.6|1|2015-01-27}}&lt;br /&gt;
{{VersionTableRow|2.6|0|2015-01-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|2.52|.9|2015-01-10}}&amp;lt;!--Even though these use the 3 version system, we still need to use the old template to prevent conflicts later.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|2.52|.8|2014-12-25}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.7|2014-12-13}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.6|2014-11-29}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.5|2014-11-21}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.4|2014-11-16}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.3|2014-11-08}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.2|2014-10-21}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.1|2014-10-18}}&lt;br /&gt;
{{VersionTableRowOld|2.52||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.51||2014-09-28}}&lt;br /&gt;
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{{VersionTableRowOld|2.5| RC3}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC2}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC1|2014-03-26}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (orange box branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.41||2013-03-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.4||2012-12-27}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|Steam Release| 2|2011-11-26}}&amp;lt;!--Also called 2.4. A whole lot of changes had their changelogs combined here.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|Steam Release| 1|2011-03-09}}&amp;lt;!--A version &amp;quot;between 2.30 and 2.31&amp;quot;--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.31|a|2011-02-22}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.30||2010-11-21}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.29||2010-11-8}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.28|b|2010-10-28}}&lt;br /&gt;
{{VersionTableRowOld|2.28||2010-10-11}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.27||2010-09-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.26||2010-09-25}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc2|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc1|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.25|b|2010-04-29}}&lt;br /&gt;
{{VersionTableRowOld|2.25|a|2010-04-18}}&lt;br /&gt;
{{VersionTableRowOld|2.25||2010-04-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=5|2.24|e|2009-07-24|type=Linux hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|d|2009-05-21}}&lt;br /&gt;
{{VersionTableRowOld|2.24|c|2009-05-08|type=Balancing hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|b|2009-05-08}}&lt;br /&gt;
{{VersionTableRowOld|2.24||2009-05-07|type=Prerelease}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.2|3|2009-03-14}}&lt;br /&gt;
{{VersionTableRowOld|2.2|2|2009-01-19}}&lt;br /&gt;
{{VersionTableRowOld|2.2|1|2008-12-30}}&lt;br /&gt;
{{VersionTableRowOld|2.2||2008-12-13}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (hl2 branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.1|1|2008-01-03}}&lt;br /&gt;
{{VersionTableRowOld|2.1||2008-01-02}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.0||2007-11-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|1.0|71|2006-07-31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|7|2006-07-23}}&lt;br /&gt;
{{VersionTableRowOld|1.0|6|2006-07-2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|5|2006-05-14}}&amp;lt;!--First version to have a forum post--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|1.0|4}}&lt;br /&gt;
{{VersionTableRowOld|1.0|31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|3}}&lt;br /&gt;
{{VersionTableRowOld|1.0|2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|1|2006-03-17}}&lt;br /&gt;
{{VersionTableRowOld|1.0||2006-03-04}}&lt;br /&gt;
|}&lt;br /&gt;
== Refractor 2 Engine ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|0.2||2004-04-10}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|0.1||2004-02-08}}&lt;br /&gt;
{{VersionTableRowOld|0.1||2004-01-10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Pages ==&lt;br /&gt;
{{fixme|These pages contain content that needs to be split up into the redlink pages above.}}&lt;br /&gt;
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]&lt;br /&gt;
* [[Change_Log_(pre_2.25)|2.25 and older]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11217</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11217"/>
		<updated>2026-01-25T16:48:11Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11216</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11216"/>
		<updated>2026-01-25T16:34:27Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect enemy commanders in the command interface using the scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal while inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11215</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11215"/>
		<updated>2026-01-25T16:23:23Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2026-01-25)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect the enemy commanders in command interface using scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11214</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11214"/>
		<updated>2026-01-25T16:17:19Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Minor fixes to the layout of the vehicle weapon HUD.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect the enemy commanders in command interface using scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11213</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11213"/>
		<updated>2026-01-24T23:25:09Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Vehicle weapon reload is now properly telegraphed via the vehicle HUD. Previously, no progress bar would display if reloading a weapon.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect the enemy commanders in command interface using scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11212</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11212"/>
		<updated>2026-01-24T22:50:53Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect the enemy commanders in command interface using scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Changed ammo pool to be 10 clips of 1 missile. This allows the reload sound to play when ready to fire again.&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11211</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11211"/>
		<updated>2026-01-24T14:52:55Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Script/Game Balance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect the enemy commanders in command interface using scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
* Medium Chain gun&lt;br /&gt;
** Projectile Spread decreased from 0.0275 to 0.0225&lt;br /&gt;
** FalloffEnd increased from 1250 to 2000&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11210</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11210"/>
		<updated>2026-01-18T22:35:32Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Fixed a bug where players could detect the enemy commanders in command interface using scout&#039;s enhanced senses skill.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11209</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11209"/>
		<updated>2026-01-17T23:40:19Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11208</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11208"/>
		<updated>2026-01-13T01:12:42Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility manager game system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Improved mine defusal whilst inside buildings.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11207</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11207"/>
		<updated>2026-01-12T23:49:18Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility manager game system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* The player camera angles are now snapped to the vehicle turret position when entering the driver seat.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11206</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11206"/>
		<updated>2026-01-12T21:56:45Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the published versions of empires:&lt;br /&gt;
&lt;br /&gt;
== Source Engine (2013 branch) ==&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
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{{VersionTableRow|2.9|0|2016-08-13}} &amp;lt;!--First linux release--&amp;gt;&lt;br /&gt;
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{{VersionTableRowOld|2.52|.3|2014-11-08}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.2|2014-10-21}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.1|2014-10-18}}&lt;br /&gt;
{{VersionTableRowOld|2.52||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.51||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.5| RC4}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC3}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC2}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC1|2014-03-26}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (orange box branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.41||2013-03-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.4||2012-12-27}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|Steam Release| 2|2011-11-26}}&amp;lt;!--Also called 2.4. A whole lot of changes had their changelogs combined here.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|Steam Release| 1|2011-03-09}}&amp;lt;!--A version &amp;quot;between 2.30 and 2.31&amp;quot;--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.31|a|2011-02-22}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.30||2010-11-21}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.29||2010-11-8}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.28|b|2010-10-28}}&lt;br /&gt;
{{VersionTableRowOld|2.28||2010-10-11}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.27||2010-09-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.26||2010-09-25}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc2|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc1|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.25|b|2010-04-29}}&lt;br /&gt;
{{VersionTableRowOld|2.25|a|2010-04-18}}&lt;br /&gt;
{{VersionTableRowOld|2.25||2010-04-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=5|2.24|e|2009-07-24|type=Linux hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|d|2009-05-21}}&lt;br /&gt;
{{VersionTableRowOld|2.24|c|2009-05-08|type=Balancing hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|b|2009-05-08}}&lt;br /&gt;
{{VersionTableRowOld|2.24||2009-05-07|type=Prerelease}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.2|3|2009-03-14}}&lt;br /&gt;
{{VersionTableRowOld|2.2|2|2009-01-19}}&lt;br /&gt;
{{VersionTableRowOld|2.2|1|2008-12-30}}&lt;br /&gt;
{{VersionTableRowOld|2.2||2008-12-13}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (hl2 branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.1|1|2008-01-03}}&lt;br /&gt;
{{VersionTableRowOld|2.1||2008-01-02}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.0||2007-11-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|1.0|71|2006-07-31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|7|2006-07-23}}&lt;br /&gt;
{{VersionTableRowOld|1.0|6|2006-07-2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|5|2006-05-14}}&amp;lt;!--First version to have a forum post--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|1.0|4}}&lt;br /&gt;
{{VersionTableRowOld|1.0|31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|3}}&lt;br /&gt;
{{VersionTableRowOld|1.0|2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|1|2006-03-17}}&lt;br /&gt;
{{VersionTableRowOld|1.0||2006-03-04}}&lt;br /&gt;
|}&lt;br /&gt;
== Refractor 2 Engine ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|0.2||2004-04-10}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|0.1||2004-02-08}}&lt;br /&gt;
{{VersionTableRowOld|0.1||2004-01-10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Pages ==&lt;br /&gt;
{{fixme|These pages contain content that needs to be split up into the redlink pages above.}}&lt;br /&gt;
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]&lt;br /&gt;
* [[Change_Log_(pre_2.25)|2.25 and older]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11205</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11205"/>
		<updated>2026-01-12T21:56:32Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Source Engine (2013 branch) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the published versions of empires:&lt;br /&gt;
&lt;br /&gt;
== Source Engine (2013 branch) ==&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.39|3|TBA}}&lt;br /&gt;
{{VersionTableRow|2.39|2|2025-12-13}}}&lt;br /&gt;
{{VersionTableRow|2.39|1|2025-12-06}}}&lt;br /&gt;
{{VersionTableRow|2.39|0|2025-11-30}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.38|3|2025-07-26}}&lt;br /&gt;
{{VersionTableRow|2.38|2|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|1|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|0|2025-06-20}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.37|4|2024-10-19}}&lt;br /&gt;
{{VersionTableRow|2.37|3|2024-09-08}}&lt;br /&gt;
{{VersionTableRow|2.37|2|2024-08-18}}&lt;br /&gt;
{{VersionTableRow|2.37|1|2024-08-11}}&lt;br /&gt;
{{VersionTableRow|2.37|0|2024-05-26}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.36|3|2024-04-20}}&lt;br /&gt;
{{VersionTableRow|2.36|2|2024-02-24}}&lt;br /&gt;
{{VersionTableRow|2.36|1|2024-02-18}}&lt;br /&gt;
{{VersionTableRow|2.36|0|2024-02-17}}&lt;br /&gt;
{{VersionTableRow|patches=3|2.35|2|2023-07-15}}&lt;br /&gt;
{{VersionTableRow|2.35|1|2023-07-08}}&lt;br /&gt;
{{VersionTableRow|2.35|0|2023-06-18}}&lt;br /&gt;
{{VersionTableRow|patches=9|2.34|9|2023-03-05}}&lt;br /&gt;
{{VersionTableRow|2.34|8}}&lt;br /&gt;
{{VersionTableRow|2.34|7}}&lt;br /&gt;
{{VersionTableRow|2.34|6}}&lt;br /&gt;
{{VersionTableRow|2.34|5}}&lt;br /&gt;
{{VersionTableRow|2.34|4}}&lt;br /&gt;
{{VersionTableRow|2.34|3}}&lt;br /&gt;
{{VersionTableRow|2.34|2}}&lt;br /&gt;
{{VersionTableRow|2.34|1|2022-01-16}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.33|5|2022-01-01}}&lt;br /&gt;
{{VersionTableRow|2.33|4}}&lt;br /&gt;
{{VersionTableRow|2.33|3}}&lt;br /&gt;
{{VersionTableRow|2.33|2}}&lt;br /&gt;
{{VersionTableRow|2.33|1}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.32|2}}&lt;br /&gt;
{{VersionTableRow|2.32|1}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.31|2}}&lt;br /&gt;
{{VersionTableRow|2.31|1}}&lt;br /&gt;
{{VersionTableRow|patches=10|2.30|10}}&lt;br /&gt;
{{VersionTableRow|2.30|9}}&lt;br /&gt;
{{VersionTableRow|2.30|8}}&lt;br /&gt;
{{VersionTableRow|2.30|7}}&lt;br /&gt;
{{VersionTableRow|2.30|6}}&lt;br /&gt;
{{VersionTableRow|2.30|5}}&lt;br /&gt;
{{VersionTableRow|2.30|4|2021-01-22}}&lt;br /&gt;
{{VersionTableRow|2.30|3}}&lt;br /&gt;
{{VersionTableRow|2.30|2}}&lt;br /&gt;
{{VersionTableRow|2.30|1|2020-12-05}}&lt;br /&gt;
{{VersionTableRow|patches=6|2.29|6}}&lt;br /&gt;
{{VersionTableRow|2.29|5}}&lt;br /&gt;
{{VersionTableRow|2.29|4}}&lt;br /&gt;
{{VersionTableRow|2.29|3}}&lt;br /&gt;
{{VersionTableRow|2.29|2}}&lt;br /&gt;
{{VersionTableRow|2.29|1}}&lt;br /&gt;
{{VersionTableRow|patches=8|2.28|8}}&lt;br /&gt;
{{VersionTableRow|2.28|7}}&lt;br /&gt;
{{VersionTableRow|2.28|6}}&lt;br /&gt;
{{VersionTableRow|2.28|5}}&lt;br /&gt;
{{VersionTableRow|2.28|4}}&lt;br /&gt;
{{VersionTableRow|2.28|3}}&lt;br /&gt;
{{VersionTableRow|2.28|2}}&lt;br /&gt;
{{VersionTableRow|2.28|1}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.27|1}}&lt;br /&gt;
{{VersionTableRow|patches=8|2.26|8}}&lt;br /&gt;
{{VersionTableRow|2.26|7}}&lt;br /&gt;
{{VersionTableRow|2.26|6}}&lt;br /&gt;
{{VersionTableRow|2.26|5}}&lt;br /&gt;
{{VersionTableRow|2.26|4}}&lt;br /&gt;
{{VersionTableRow|2.26|3}}&lt;br /&gt;
{{VersionTableRow|2.26|2}}&lt;br /&gt;
{{VersionTableRow|2.26|1}}&lt;br /&gt;
{{VersionTableRow|patches=9|2.25|9}}&lt;br /&gt;
{{VersionTableRow|2.25|8}}&lt;br /&gt;
{{VersionTableRow|2.25|7}}&lt;br /&gt;
{{VersionTableRow|2.25|6}}&lt;br /&gt;
{{VersionTableRow|2.25|5}}&lt;br /&gt;
{{VersionTableRow|2.25|4}}&lt;br /&gt;
{{VersionTableRow|2.25|3}}&lt;br /&gt;
{{VersionTableRow|2.25|2}}&lt;br /&gt;
{{VersionTableRow|2.25|1}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.24|4}}&lt;br /&gt;
{{VersionTableRow|2.24|3}}&lt;br /&gt;
{{VersionTableRow|2.24|2}}&lt;br /&gt;
{{VersionTableRow|2.24|1}}&lt;br /&gt;
{{VersionTableRow|patches=3|2.23|3}}&lt;br /&gt;
{{VersionTableRow|2.23|2}}&lt;br /&gt;
{{VersionTableRow|2.23|1}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.22|2}}&lt;br /&gt;
{{VersionTableRow|2.22|1}}&lt;br /&gt;
{{VersionTableRow|patches=6|2.21|6}}&lt;br /&gt;
{{VersionTableRow|2.21|5}}&lt;br /&gt;
{{VersionTableRow|2.21|4}}&lt;br /&gt;
{{VersionTableRow|2.21|3}}&lt;br /&gt;
{{VersionTableRow|2.21|2}}&lt;br /&gt;
{{VersionTableRow|2.21|1}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.20|2}}&lt;br /&gt;
{{VersionTableRow|2.20|1}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.19|1}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.18|2}}&lt;br /&gt;
{{VersionTableRow|2.18|1}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.17|4}}&lt;br /&gt;
{{VersionTableRow|2.17|3}}&lt;br /&gt;
{{VersionTableRow|2.17|2}}&lt;br /&gt;
{{VersionTableRow|2.17|1|2018-08-15}}&amp;lt;!-- Last version to have a forum post --&amp;gt;&lt;br /&gt;
{{VersionTableRow|patches=4|2.16|4}}&lt;br /&gt;
{{VersionTableRow|2.16|3}}&lt;br /&gt;
{{VersionTableRow|2.16|2}}&lt;br /&gt;
{{VersionTableRow|2.16|1}}&lt;br /&gt;
{{VersionTableRow|patches=11|2.15|11}}&lt;br /&gt;
{{VersionTableRow|2.15|10}}&lt;br /&gt;
{{VersionTableRow|2.15|9}}&lt;br /&gt;
{{VersionTableRow|2.15|8}}&lt;br /&gt;
{{VersionTableRow|2.15|7}}&lt;br /&gt;
{{VersionTableRow|2.15|6}}&lt;br /&gt;
{{VersionTableRow|2.15|5}}&lt;br /&gt;
{{VersionTableRow|2.15|4}}&lt;br /&gt;
{{VersionTableRow|2.15|3}}&lt;br /&gt;
{{VersionTableRow|2.15|2}}&lt;br /&gt;
{{VersionTableRow|2.15|1}}&lt;br /&gt;
{{VersionTableRow|patches=7|2.14|7}}&lt;br /&gt;
{{VersionTableRow|2.14|6}}&lt;br /&gt;
{{VersionTableRow|2.14|5}}&lt;br /&gt;
{{VersionTableRow|2.14|4}}&lt;br /&gt;
{{VersionTableRow|2.14|3}}&lt;br /&gt;
{{VersionTableRow|2.14|2}}&lt;br /&gt;
{{VersionTableRow|2.14|1}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.13|5}}&lt;br /&gt;
{{VersionTableRow|2.13|4}}&lt;br /&gt;
{{VersionTableRow|2.13|3}}&lt;br /&gt;
{{VersionTableRow|2.13|2}}&lt;br /&gt;
{{VersionTableRow|2.13|1}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.12|1}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.11|1}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.10|0|2016-9-25}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.9|3}}&lt;br /&gt;
{{VersionTableRow|2.9|2}}&lt;br /&gt;
{{VersionTableRow|2.9|1}}&lt;br /&gt;
{{VersionTableRow|2.9|0|2016-08-13}} &amp;lt;!--First linux release--&amp;gt;&lt;br /&gt;
{{VersionTableRow|patches=1|2.8|0|2016-05-08}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.7|0|2016-02-17}}&lt;br /&gt;
{{VersionTableRow|patches=12|2.6|9|2015-06-27}}&lt;br /&gt;
{{VersionTableRow|2.6|8|2015-05-10}}&lt;br /&gt;
{{VersionTableRow|2.6|7a}}&lt;br /&gt;
{{VersionTableRow|2.6|7|2015-05-04}}&lt;br /&gt;
{{VersionTableRow|2.6|6|2015-04-25}}&lt;br /&gt;
{{VersionTableRow|2.6|5|2015-03-28}}&lt;br /&gt;
{{VersionTableRow|2.6|4a|2015-03-22}}&lt;br /&gt;
{{VersionTableRow|2.6|4|2015-03-21}}&lt;br /&gt;
{{VersionTableRow|2.6|3|2015-03-14}}&lt;br /&gt;
{{VersionTableRow|2.6|2|2015-02-12}}&lt;br /&gt;
{{VersionTableRow|2.6|1|2015-01-27}}&lt;br /&gt;
{{VersionTableRow|2.6|0|2015-01-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|2.52|.9|2015-01-10}}&amp;lt;!--Even though these use the 3 version system, we still need to use the old template to prevent conflicts later.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|2.52|.8|2014-12-25}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.7|2014-12-13}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.6|2014-11-29}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.5|2014-11-21}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.4|2014-11-16}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.3|2014-11-08}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.2|2014-10-21}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.1|2014-10-18}}&lt;br /&gt;
{{VersionTableRowOld|2.52||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.51||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.5| RC4}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC3}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC2}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC1|2014-03-26}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (orange box branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.41||2013-03-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.4||2012-12-27}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|Steam Release| 2|2011-11-26}}&amp;lt;!--Also called 2.4. A whole lot of changes had their changelogs combined here.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|Steam Release| 1|2011-03-09}}&amp;lt;!--A version &amp;quot;between 2.30 and 2.31&amp;quot;--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.31|a|2011-02-22}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.30||2010-11-21}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.29||2010-11-8}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.28|b|2010-10-28}}&lt;br /&gt;
{{VersionTableRowOld|2.28||2010-10-11}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.27||2010-09-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.26||2010-09-25}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc2|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc1|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.25|b|2010-04-29}}&lt;br /&gt;
{{VersionTableRowOld|2.25|a|2010-04-18}}&lt;br /&gt;
{{VersionTableRowOld|2.25||2010-04-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=5|2.24|e|2009-07-24|type=Linux hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|d|2009-05-21}}&lt;br /&gt;
{{VersionTableRowOld|2.24|c|2009-05-08|type=Balancing hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|b|2009-05-08}}&lt;br /&gt;
{{VersionTableRowOld|2.24||2009-05-07|type=Prerelease}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.2|3|2009-03-14}}&lt;br /&gt;
{{VersionTableRowOld|2.2|2|2009-01-19}}&lt;br /&gt;
{{VersionTableRowOld|2.2|1|2008-12-30}}&lt;br /&gt;
{{VersionTableRowOld|2.2||2008-12-13}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (hl2 branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.1|1|2008-01-03}}&lt;br /&gt;
{{VersionTableRowOld|2.1||2008-01-02}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.0||2007-11-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|1.0|71|2006-07-31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|7|2006-07-23}}&lt;br /&gt;
{{VersionTableRowOld|1.0|6|2006-07-2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|5|2006-05-14}}&amp;lt;!--First version to have a forum post--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|1.0|4}}&lt;br /&gt;
{{VersionTableRowOld|1.0|31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|3}}&lt;br /&gt;
{{VersionTableRowOld|1.0|2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|1|2006-03-17}}&lt;br /&gt;
{{VersionTableRowOld|1.0||2006-03-04}}&lt;br /&gt;
|}&lt;br /&gt;
== Refractor 2 Engine ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|0.2||2004-04-10}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|0.1||2004-02-08}}&lt;br /&gt;
{{VersionTableRowOld|0.1||2004-01-10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Pages ==&lt;br /&gt;
{{fixme|These pages contain content that needs to be split up into the redlink pages above.}}&lt;br /&gt;
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]&lt;br /&gt;
* [[Change_Log_(pre_2.25)|2.25 and older]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11204</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11204"/>
		<updated>2026-01-12T21:55:34Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.3 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Minor optimizations to the visibility manager game system.&lt;br /&gt;
* Fixed an issue with prop_static entities not blocking explosion damage as intended.&lt;br /&gt;
* Fixed a regression that allowed players using hide to be spotted by other players.&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
* Speculative fix for a client crash while using the research menu.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
===== Armor =====&lt;br /&gt;
* Increased Deflective Angle Modifier from 0.8 to 1&lt;br /&gt;
&lt;br /&gt;
==== Engine ====&lt;br /&gt;
* Increased Fission Reactor&#039;s cooling at max from -3 to -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11203</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11203"/>
		<updated>2026-01-11T03:21:31Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11202</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11202"/>
		<updated>2025-12-13T18:24:01Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-13)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11201</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11201"/>
		<updated>2025-12-13T17:05:08Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Script/Game Balance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150 (5 clips)&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 160&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11200</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11200"/>
		<updated>2025-12-13T14:33:01Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** 50CAL Rifle ammo increased from 40 to 50&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 150&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11199</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11199"/>
		<updated>2025-12-13T14:32:29Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
* Remaining vehicle carcass recycle amount is now drawn on the full screen mini-map (default key bind = &#039;&#039;&#039;M&#039;&#039;&#039;).&lt;br /&gt;
** This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** 50CAL Rifle ammo increased from 40 to 50&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 150&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11198</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11198"/>
		<updated>2025-12-13T14:30:15Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Optimized functionality of the visibility manager game system.&lt;br /&gt;
*** Implemented a console variable on the server to control the update rate of the visibility manager processing. &#039;&#039;&#039;emp_sv_vis_manager_update_interval&#039;&#039;&#039; - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).&lt;br /&gt;
*** Various improvements to speed of processing, reducing the processing of detectable components where possible.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** 50CAL Rifle ammo increased from 40 to 50&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 150&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11197</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11197"/>
		<updated>2025-12-13T14:19:25Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.2 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Increased ammo reserves after reviewing &amp;amp; testing the recent changes in 2.39.1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 2 clips per weapon to 3 for most weapons.&lt;br /&gt;
** Shotgun ammo increased from 16 to 18&lt;br /&gt;
** SMG1 ammo increased from 70 to 105&lt;br /&gt;
** SMG2 ammo increased from 80 to 120&lt;br /&gt;
** Machine Pistol ammo increased from 30 to 45&lt;br /&gt;
** Pistol 1 ammo increased from 28 to 36&lt;br /&gt;
** BE Pistol 2 ammo increased from 14 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo remains at 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039;&lt;br /&gt;
* No changes to reserve ammo values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.&lt;br /&gt;
** 50CAL Rifle ammo increased from 40 to 50&lt;br /&gt;
** NF Assault Rifle ammo increased from 120 to 150&lt;br /&gt;
** Burst Rifle ammo increased from 120 to 150&lt;br /&gt;
** BE Heavy Rifle ammo increased from 120 to 150&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
** Seismic Grenade ammo increased from 3 to 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039;&lt;br /&gt;
* Increased reserve ammo from 3 clips per weapon to 4 for most weapons.&lt;br /&gt;
** SMG2 ammo increased from 120 to 160&lt;br /&gt;
** SMG3 ammo increased from 42 to 56&lt;br /&gt;
** Machine Pistol ammo increased from 45 to 60&lt;br /&gt;
** Pistol 1 ammo increased from 36 to 48&lt;br /&gt;
** BE Pistol 2 ammo increased from 21 to 28&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11196</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11196"/>
		<updated>2025-12-06T18:48:41Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11195</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11195"/>
		<updated>2025-12-06T18:39:14Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Source Engine (2013 branch) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the published versions of empires:&lt;br /&gt;
&lt;br /&gt;
== Source Engine (2013 branch) ==&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.39|1|2025-12-06}}&lt;br /&gt;
{{VersionTableRow|2.39|0|2025-11-30}}&lt;br /&gt;
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{{VersionTableRow|2.38|2|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|1|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|0|2025-06-20}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.37|4|2024-10-19}}&lt;br /&gt;
{{VersionTableRow|2.37|3|2024-09-08}}&lt;br /&gt;
{{VersionTableRow|2.37|2|2024-08-18}}&lt;br /&gt;
{{VersionTableRow|2.37|1|2024-08-11}}&lt;br /&gt;
{{VersionTableRow|2.37|0|2024-05-26}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.36|3|2024-04-20}}&lt;br /&gt;
{{VersionTableRow|2.36|2|2024-02-24}}&lt;br /&gt;
{{VersionTableRow|2.36|1|2024-02-18}}&lt;br /&gt;
{{VersionTableRow|2.36|0|2024-02-17}}&lt;br /&gt;
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{{VersionTableRow|2.35|1|2023-07-08}}&lt;br /&gt;
{{VersionTableRow|2.35|0|2023-06-18}}&lt;br /&gt;
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{{VersionTableRow|2.30|1|2020-12-05}}&lt;br /&gt;
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{{VersionTableRow|2.17|1|2018-08-15}}&amp;lt;!-- Last version to have a forum post --&amp;gt;&lt;br /&gt;
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{{VersionTableRow|2.9|1}}&lt;br /&gt;
{{VersionTableRow|2.9|0|2016-08-13}} &amp;lt;!--First linux release--&amp;gt;&lt;br /&gt;
{{VersionTableRow|patches=1|2.8|0|2016-05-08}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.7|0|2016-02-17}}&lt;br /&gt;
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{{VersionTableRow|2.6|0|2015-01-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|2.52|.9|2015-01-10}}&amp;lt;!--Even though these use the 3 version system, we still need to use the old template to prevent conflicts later.--&amp;gt;&lt;br /&gt;
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{{VersionTableRowOld|2.52|.1|2014-10-18}}&lt;br /&gt;
{{VersionTableRowOld|2.52||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.51||2014-09-28}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.5| RC4}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC3}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC2}}&lt;br /&gt;
{{VersionTableRowOld|2.5| RC1|2014-03-26}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (orange box branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.41||2013-03-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.4||2012-12-27}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|Steam Release| 2|2011-11-26}}&amp;lt;!--Also called 2.4. A whole lot of changes had their changelogs combined here.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|Steam Release| 1|2011-03-09}}&amp;lt;!--A version &amp;quot;between 2.30 and 2.31&amp;quot;--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.31|a|2011-02-22}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.30||2010-11-21}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.29||2010-11-8}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.28|b|2010-10-28}}&lt;br /&gt;
{{VersionTableRowOld|2.28||2010-10-11}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.27||2010-09-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.26||2010-09-25}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc2|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc1|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.25|b|2010-04-29}}&lt;br /&gt;
{{VersionTableRowOld|2.25|a|2010-04-18}}&lt;br /&gt;
{{VersionTableRowOld|2.25||2010-04-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=5|2.24|e|2009-07-24|type=Linux hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|d|2009-05-21}}&lt;br /&gt;
{{VersionTableRowOld|2.24|c|2009-05-08|type=Balancing hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|b|2009-05-08}}&lt;br /&gt;
{{VersionTableRowOld|2.24||2009-05-07|type=Prerelease}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.2|3|2009-03-14}}&lt;br /&gt;
{{VersionTableRowOld|2.2|2|2009-01-19}}&lt;br /&gt;
{{VersionTableRowOld|2.2|1|2008-12-30}}&lt;br /&gt;
{{VersionTableRowOld|2.2||2008-12-13}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (hl2 branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.1|1|2008-01-03}}&lt;br /&gt;
{{VersionTableRowOld|2.1||2008-01-02}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.0||2007-11-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|1.0|71|2006-07-31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|7|2006-07-23}}&lt;br /&gt;
{{VersionTableRowOld|1.0|6|2006-07-2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|5|2006-05-14}}&amp;lt;!--First version to have a forum post--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|1.0|4}}&lt;br /&gt;
{{VersionTableRowOld|1.0|31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|3}}&lt;br /&gt;
{{VersionTableRowOld|1.0|2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|1|2006-03-17}}&lt;br /&gt;
{{VersionTableRowOld|1.0||2006-03-04}}&lt;br /&gt;
|}&lt;br /&gt;
== Refractor 2 Engine ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|0.2||2004-04-10}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|0.1||2004-02-08}}&lt;br /&gt;
{{VersionTableRowOld|0.1||2004-01-10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Pages ==&lt;br /&gt;
{{fixme|These pages contain content that needs to be split up into the redlink pages above.}}&lt;br /&gt;
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]&lt;br /&gt;
* [[Change_Log_(pre_2.25)|2.25 and older]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11194</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11194"/>
		<updated>2025-12-06T18:37:33Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-12-06)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG1 ammo increased from 50 to 105&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11193</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11193"/>
		<updated>2025-12-03T22:09:20Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
* SMG1 ammo increased from 50 to 105&lt;br /&gt;
* SMG2 ammo decreased from 200 to 120&lt;br /&gt;
* SMG3 ammo decreased from 60 to 42&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
* BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
* Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
* Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
* BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
* NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
* Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
* SMG1 ammo decreased from 140 to 70&lt;br /&gt;
* SMG2 ammo decreased from 160 to 80&lt;br /&gt;
* SMG3 ammo decreased from 48 to 28&lt;br /&gt;
* Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
* BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
* NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
* Shotgun ammo decreased from 24 to 16&lt;br /&gt;
* Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11192</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11192"/>
		<updated>2025-12-03T22:06:54Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* Damage resistance against biological damage over time effects have been removed.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
&lt;br /&gt;
* Scout&lt;br /&gt;
** SMG1 ammo increased from 50 to 105&lt;br /&gt;
** SMG2 ammo decreased from 200 to 120&lt;br /&gt;
** SMG3 ammo decreased from 60 to 42&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
** Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Rifleman&lt;br /&gt;
** BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
** Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
** Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
* Grenadier&lt;br /&gt;
** Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
** BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
** NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
** Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
* Engineer&lt;br /&gt;
** SMG1 ammo decreased from 140 to 70&lt;br /&gt;
** SMG2 ammo decreased from 160 to 80&lt;br /&gt;
** SMG3 ammo decreased from 48 to 28&lt;br /&gt;
** Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
** Shotgun ammo decreased from 24 to 16&lt;br /&gt;
** Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11191</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11191"/>
		<updated>2025-12-03T22:03:45Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Script/Game Balance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
* All infantry classes now have a bio resistance of 0 for consistency.&lt;br /&gt;
** Grenadier reduced from 0.1 to 0&lt;br /&gt;
** Rifleman reduced from 0.05 to 0&lt;br /&gt;
** Scout reduced from 0.1 to 0&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
&lt;br /&gt;
* Scout&lt;br /&gt;
** SMG1 ammo increased from 50 to 105&lt;br /&gt;
** SMG2 ammo decreased from 200 to 120&lt;br /&gt;
** SMG3 ammo decreased from 60 to 42&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
** Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Rifleman&lt;br /&gt;
** BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
** Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
** Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
* Grenadier&lt;br /&gt;
** Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
** BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
** NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
** Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
* Engineer&lt;br /&gt;
** SMG1 ammo decreased from 140 to 70&lt;br /&gt;
** SMG2 ammo decreased from 160 to 80&lt;br /&gt;
** SMG3 ammo decreased from 48 to 28&lt;br /&gt;
** Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
** Shotgun ammo decreased from 24 to 16&lt;br /&gt;
** Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11190</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11190"/>
		<updated>2025-12-03T22:02:31Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* Vehicle Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
Rebalanced ammo capacities across all classes to better reflect their combat roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifleman:&#039;&#039;&#039; Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier:&#039;&#039;&#039; Receives extra pistol ammo as it&#039;s their only ballistic weapon choice, compensating for their focus on explosive ordnance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.&lt;br /&gt;
&lt;br /&gt;
* Scout&lt;br /&gt;
** SMG1 ammo increased from 50 to 105&lt;br /&gt;
** SMG2 ammo decreased from 200 to 120&lt;br /&gt;
** SMG3 ammo decreased from 60 to 42&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
** Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
* Rifleman&lt;br /&gt;
** BE Heavy Rifle ammo decreased from 160 to 120&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 21&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 10&lt;br /&gt;
** Machine Pistol ammo decreased from 72 to 45&lt;br /&gt;
** Seismic Grenade ammo decreased from 5 to 3&lt;br /&gt;
* Grenadier&lt;br /&gt;
** Pistol 1 ammo decreased from 72 to 60&lt;br /&gt;
** BE Pistol 2 ammo decreased from 56 to 35&lt;br /&gt;
** NF Shotgun Pistol ammo increased from 12 to 14&lt;br /&gt;
** Machine Pistol ammo increased from 72 to 75&lt;br /&gt;
* Engineer&lt;br /&gt;
** SMG1 ammo decreased from 140 to 70&lt;br /&gt;
** SMG2 ammo decreased from 160 to 80&lt;br /&gt;
** SMG3 ammo decreased from 48 to 28&lt;br /&gt;
** Pistol 1 ammo decreased from 36 to 28&lt;br /&gt;
** BE Pistol 2 ammo decreased from 28 to 14&lt;br /&gt;
** NF Shotgun Pistol ammo decreased from 12 to 8&lt;br /&gt;
** Shotgun ammo decreased from 24 to 16&lt;br /&gt;
** Machine Pistol ammo decreased from 54 to 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=11189</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skills&amp;diff=11189"/>
		<updated>2025-12-02T14:03:52Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Skills}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Class_selection.jpg|thumb|200px|right|Notice the skill boxes on the bottom]]&lt;br /&gt;
Skills are gained by getting rank points which are as follows:&lt;br /&gt;
&lt;br /&gt;
First skill = 0 point(unlocked by default)&lt;br /&gt;
&lt;br /&gt;
Second skill = 10 points&lt;br /&gt;
&lt;br /&gt;
Third skill = 30 points&lt;br /&gt;
&lt;br /&gt;
Fourth skill = 60 points&lt;br /&gt;
&lt;br /&gt;
Rank points are rewarded when players:&lt;br /&gt;
* Kill enemy&lt;br /&gt;
* Critically assist in killing enemy for 2 times&lt;br /&gt;
* Assist in killing enemy for 3 times &lt;br /&gt;
* Destroy enemy structures&lt;br /&gt;
* Destroy enemy vehicles&lt;br /&gt;
* Repair 100 units worth of structures or equipment (excluding your own structures, but including dis-assembly of enemy equipment)&lt;br /&gt;
* Heal 200 health points of friendly players&lt;br /&gt;
* Have been in a squad that has accumulated 3 squad points&lt;br /&gt;
* Revive a dead teammate ([[Engineer]])&lt;br /&gt;
* Command ([[Commander]])&lt;br /&gt;
* Participate in [[Squads]]&lt;br /&gt;
* Spot a vehicle or building that is then destroyed by another player ([[Scout]])&lt;br /&gt;
* Sabotage 2 buildings ([[Scout]])&lt;br /&gt;
* Defuse 2 mines ([[Grenadier]])&lt;br /&gt;
&lt;br /&gt;
A new skill slot is opened in the class selection dialogue, once you gain enough rank points. The player is promoted once for every 10 points achieved. There is a maximum of 4 skill slots available.&lt;br /&gt;
&lt;br /&gt;
== General Skills ==&lt;br /&gt;
[[Image:Generalskills.JPG|thumb|right|General Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Health Upgrade:&#039;&#039;&#039; Increases your maximum amount of health to 130%. The ability to take more damage makes this a good upgrade to use if you don&#039;t know what other skills to get.&lt;br /&gt;
* &#039;&#039;&#039;Health Regeneration:&#039;&#039;&#039; Slowly regenerates health, 2hp/2secs. This can be either useful or next to useless, depending on how long the fight lasts. This skill doesn&#039;t conflict with squad health regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Increase:&#039;&#039;&#039; Doubles total ammunition and the rate at which you may gather it. Does not affect clip sizes, and stickybombs aren&#039;t collected faster.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Increase:&#039;&#039;&#039; Doubles the rate that your stamina recharges, a good skill for dashing from one piece of cover to the next. For scouts, your stamina will recharge four times as fast as normal.&lt;br /&gt;
* &#039;&#039;&#039;Speed Upgrade:&#039;&#039;&#039; Increases the normal moving, running and sprinting speeds to 115% their normal value, and is generally useful when you don&#039;t have access to vehicles but have to reach the front line very quickly. This is better than Stamina Increase if you have a long distance to cover. Despite being only a 15% increase it makes a very big difference, especially for dodging tanks as a grenadier.&lt;br /&gt;
* &#039;&#039;&#039;Accuracy Upgrade:&#039;&#039;&#039; Increases accuracy on all weapons, different weapons are affected in varying degrees, but in general it will make your weapon about 50% more effective.&lt;br /&gt;
* &#039;&#039;&#039;Melee Upgrade:&#039;&#039;&#039; Increases melee damage from SMGs and pistols, enabling a melee hit to instantly kill a player.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Skills ==&lt;br /&gt;
In addition to general skills, each class has a set of its own unique abilities.  These skills can be accessed on the Skill Selection screen by expanding the dropdown in the upper-left side and choosing the &#039;&#039;&#039;Class Specific&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
[[Image:Engyskills.JPG|thumb|right|Engineer Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Healing Upgrade:&#039;&#039;&#039; Triples the rate at which you heal team mates. Significantly, useful, but healing doesn&#039;t work on moving players due to lag compensation. Revive is generally a better skill.&lt;br /&gt;
* &#039;&#039;&#039;Repair Upgrade:&#039;&#039;&#039; Doubles the rate at which you repair friendly structures and vehicles and disassemble the enemy&#039;s. This skill will also reduce the drain rate of using the repair tool by roughly 1/3. Considered the most powerful of the [[Engineer]]&#039;s skills. Is very useful at the beggining, when there are many buildings to build.&lt;br /&gt;
* &#039;&#039;&#039;Turret Upgrade:&#039;&#039;&#039; Allows the [[Engineer]] to upgrade their own turrets, regardless of team research level. Some maps may restrict turrets or upgrading them, upgrade restrictions won&#039;t be shown until you try to upgrade, so make sure you check first. Examples : con_district402&lt;br /&gt;
* &#039;&#039;&#039;Revive:&#039;&#039;&#039; Allows the [[Engineer]] to bring a fallen team mate back to life (the player will not have to use a ticket when spawning during this process) Select your engineer tool and use it on the fallen teammate. Has a very limited range. Dead players will have an icon over them allowing them to be found easier. Takes 50 charge units to use.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Cooling&#039;&#039;&#039; Increases the rate of driven vehicles heat dissipation by 15%, which may give an edge in toe to toe vehicle combat, but it shouldn&#039;t be taken before repair upgrade simply because fixing a tank mid-fight is much more useful than a bit less heat.&lt;br /&gt;
&lt;br /&gt;
=== [[Grenadier]] ===&lt;br /&gt;
[[Image:Grenadierskills.JPG|thumb|right|Grenadier Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Defusal:&#039;&#039;&#039; Allows the [[Grenadier]] to remove enemy mines from the field, clearing the way for others to safely pass. Grenadiers can also step on mines and drive on them without harm when they have this skill activated. This skill will not protect the grenadier from damage if someone detonates the mine. To remove a mine, crouch above it, and hold E while looking at the mine. There is no GUI for this skill, but it does work.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Feedback:&#039;&#039;&#039; Shows an indicator on the minimap, in the form of a white diamond, which marks the location of any explosions caused by the grenadier, from mortars to RPGs to artillery to APC grenades.&lt;br /&gt;
* &#039;&#039;&#039;Armor Detection:&#039;&#039;&#039; Allows the [[Grenadier]] to know the health of enemy vehicles. When the crosshair is pointed at an enemy vehicle, it will be displayed at the bottom of the player&#039;s screen in the same manner as if the player were inside it. This includes the status of armor plating on all sides of the targeted vehicle.&lt;br /&gt;
* &#039;&#039;&#039;Increased Armor:&#039;&#039;&#039; Adds 10% armor to the vehicle the grenadier is driving. 10% is a very small number when referring to armor plates, and even on a heavy tank it only adds an extra half plate to each side. This skill is not very useful.&lt;br /&gt;
&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
[[Image:Scoutskills.JPG|thumb|right|Scout Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Hide:&#039;&#039;&#039; Become transparent by staying crouched or prone for at least five seconds (each promotion lets you become transparent 1 second faster). The [[Scout]] becomes less visible with more of his body touching a wall or walls. It will conceal the user from Machine Gun turrets and prevent the enemy commander from targeting the Scout, but it doesn&#039;t conceal from an enemy Scout with the &amp;quot;Enhanced Senses&amp;quot; skill. However, it automatically deactivates when firing guns, standing, or taking damage, but does not deactivate when using melee attacks. Hide does not make a player invisible unless they are touching 3 surfaces other than the floor. Before that stage, scouts are still fairly visible unless in some form of geometry such as a building or some crates.&lt;br /&gt;
* &#039;&#039;&#039;Enhanced Senses:&#039;&#039;&#039; You have access to both allied and enemy information on your minimap. Works like a portable [[Surveillance|camera]], but this ability has a small radius, the information is not conveyed to team-mates, and the targets aren&#039;t highlighted on your main screen. However, there is no delay between the enemy location and the information presented on your screen, so unlike camera&#039;s targeting squares, you know exactly where the enemy is. Furthermore, this enhanced mini-map displays &#039;&#039;everything&#039;&#039; that the enemy can normally see- you know exactly what direction the enemy is facing and you can see hidden scouts.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Silencer:&#039;&#039;&#039; Reduces weapon noise by 50%, and hides kill and death messages. A unit killed by the Scout will not appear on the game&#039;s kill counter, even as a suicide- the only way to confirm his death is by checking the death or kill tallies on the scoreboard.&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Speed:&#039;&#039;&#039; Increase speed of any vehicle the player drives by 20%. Can be useful when using jeeps or transporting allies using APC.&lt;br /&gt;
* &#039;&#039;&#039;Radar Stealth:&#039;&#039;&#039; Hides the vehicle the player is driving from any form of automatic detection. Player will still show up on [[Surveillance|camera]]s when not in a vehicle.&lt;br /&gt;
&lt;br /&gt;
=== [[Rifleman]] ===&lt;br /&gt;
[[Image:Riflemanskills.JPG|thumb|right|Rifleman Skills]]&lt;br /&gt;
* &#039;&#039;&#039;Dig In:&#039;&#039;&#039; Deals 25% of all damage taken to the stamina meter whilst crouching or prone. &lt;br /&gt;
* &#039;&#039;&#039;Improved Rifle Damage:&#039;&#039;&#039; Increases Rifle and Pistol damage by 10%. Does not increase MG damage, and barely makes a difference in a firefight, adding an extra point of damage for each 10 damage done. Considering most bullets do 20~ damage per shot, an extra 2 damage really makes very little difference.&lt;br /&gt;
* &#039;&#039;&#039;Improved Vehicle Damage:&#039;&#039;&#039; Increase vehicle weapon damage by 10%, again not very useful in a fight, but it can make the difference. And on certain weapons (HE Cannon etc.) it can enable one hit kills against infantry. The most painful flaw of this skill is the fact that to utilize it, the player must be a rifleman inside a tank.&lt;br /&gt;
&lt;br /&gt;
== Passive Skills ==&lt;br /&gt;
Classes also have passive skill upgrades.  As a player gains rank, they naturally become slightly better at their profession.&lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
* &#039;&#039;&#039;Wall Mastery:&#039;&#039;&#039; Engineers increase their max wall limit above 10 as their rank increase.  They get 2 additional wall per rank.&lt;br /&gt;
* &#039;&#039;&#039;Turret Mastery:&#039;&#039;&#039; After reaching Staff Sargent, Engineers are able to place 2 turrets instead of just 1.&lt;br /&gt;
* &#039;&#039;&#039;Surveillance Mastery:&#039;&#039;&#039; After reaching Staff Sargent, Engineers are able to place 2 Cameras/Radars instead of just 1.&lt;br /&gt;
&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
* &#039;&#039;&#039;Camouflage Expertise:&#039;&#039;&#039; For every rank a scout earns, the time it takes for them to hide drops.&lt;br /&gt;
&lt;br /&gt;
=== [[Grenadier]] ===&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Resistance:&#039;&#039;&#039; This skill doesn&#039;t increase each level, and gives the grenadier 20% damage resistance to vehicle MGs and Cannons, giving them advantage against tanks over other infantry.&lt;br /&gt;
* &#039;&#039;&#039;Mine Sweeper:&#039;&#039;&#039; This skill doesn&#039;t increase each level, and gives the grenadier the ability to see nearby explosives on his minimap. This skill is best utilised when searching for mines, but it can also show nearby grenades, shell and missiles too, but they aren&#039;t as important. The circles are hard to track down without zooming the minimap in (&amp;quot;[&amp;quot; and &amp;quot;]&amp;quot; are the default minimap zoom keys.)&lt;br /&gt;
&lt;br /&gt;
=== [[Rifleman]] ===&lt;br /&gt;
* &#039;&#039;&#039;Armor:&#039;&#039;&#039; This skill doesn&#039;t increase each level and gives the rifleman 10% damage resistance against infantry bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Skills]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11188</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11188"/>
		<updated>2025-12-01T22:00:55Z</updated>

		<summary type="html">&lt;p&gt;Smithy: /* 2.39.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
** The mini-map is now disabled for the unassigned team.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11187</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11187"/>
		<updated>2025-12-01T18:26:04Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Further adjustments to the visibility system introduced in 2.39.0:&lt;br /&gt;
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)&lt;br /&gt;
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage reduced from 20% to 15%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11186</id>
		<title>Version/2.39.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.39.x&amp;diff=11186"/>
		<updated>2025-12-01T18:22:53Z</updated>

		<summary type="html">&lt;p&gt;Smithy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.39.1 ==&lt;br /&gt;
{{FuturePatch}}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (TBA)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Changes to the visibility system overhaul from 2.39.0&lt;br /&gt;
** Tweaked commander visibility. Commanders can now see entities within 5000 units of friendly players, regardless of spotting. (Fixed a bug causing some entities to be hidden from the commander.)&lt;br /&gt;
** Changed visibility for dead players back to how it was before. Allowing players to see entities around them. Entities visible to that player are not sent to teammates.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle damage hit-ticks not displaying.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Railgun&lt;br /&gt;
** Armor penetration damage has been reduced from 20% to 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.39.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-11-30)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).&lt;br /&gt;
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/&lt;br /&gt;
&lt;br /&gt;
* Updated the resource income display on the HUD and mini-map:&lt;br /&gt;
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).&lt;br /&gt;
** Decimal places are hidden entirely if the value is a whole number.&lt;br /&gt;
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.&lt;br /&gt;
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a server crash relating to the command vehicle being unexpectedly removed.&lt;br /&gt;
* Fixed a server crash relating to maps that spawn buildings without an initial team being set.&lt;br /&gt;
* Fixed a bug with capture points awarding victory to the incorrect team.&lt;br /&gt;
* Fixed a problem with ablative armor&#039;s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.&lt;br /&gt;
* Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Damage reduced from 32 to 30&lt;br /&gt;
** Minimal Damage reduced from 18 to 14&lt;br /&gt;
** FalloffEnd reduced from 10000 to 5000&lt;br /&gt;
** Clip Size increased from 12 to 14&lt;br /&gt;
** Reduced overall accuracy&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Increased Regeneration from 3/s to 4/s&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Increased Speed to Damage Reduction from -0.00007 to -0.0001&lt;br /&gt;
* Capacitive&lt;br /&gt;
** Reduced Damage to Heat from 0.05 to 0.02&lt;br /&gt;
** Reduced Speed to Damage Modifier from 0.000035 to 0&lt;br /&gt;
* Ablative&lt;br /&gt;
** Increased Damage to Heat from 0 to 0.01&lt;br /&gt;
*** This is something all armors have, it was forgotten until now&lt;br /&gt;
* Deflective&lt;br /&gt;
** Reduced Angle Modifier Damage Reduction from 1 to 0.8&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.&lt;br /&gt;
** This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)&lt;br /&gt;
* Fission&lt;br /&gt;
** Reduced Heat at Max from -4 to -3&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Increased Cooling by 0.25&lt;br /&gt;
* 3 Phase&lt;br /&gt;
** Reduced Heat Output at Max from 4 to 3&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased Weight from 150 to 180&lt;br /&gt;
** Increased Heat from 75 to 100&lt;br /&gt;
* Railgun&lt;br /&gt;
** Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Heat from 5 to 4&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).&lt;br /&gt;
* Reduced the rate at which the repair station repairs the armor and hull of command vehicles.&lt;br /&gt;
** Repair Station Heal (Hull) 75 -&amp;gt; 5&lt;br /&gt;
** Repair Station Repair (Armor) 0.25 -&amp;gt; 0.025&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Smithy</name></author>
	</entry>
</feed>