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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trainzack</id>
	<title>Empires Wiki - User contributions [en]</title>
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	<updated>2026-09-27T02:43:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11128</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11128"/>
		<updated>2025-06-20T22:58:12Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: (2025-06-20)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Crit shells do increased damage&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. The resource total and income are now displayed more accurately than before.&lt;br /&gt;
** Resource total updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
**Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
**Recurring resource income is now displayed alongside the dynamic income, this figure excludes manual adjustments and resource drains. Essentially, this displays income from recurring sources, for example refineries.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
* Commanders can now see player request icons from further away, especially requests for commander attention.&lt;br /&gt;
** This distance is 12k units for commander attention requests and 6k units for other requests&lt;br /&gt;
** For comparison, requests are normally 3k units and revive icons 4k units&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
* Fixed some issues with the method in which tips were selected to be displayed on the loading screen.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
* Nuclear Warhead&lt;br /&gt;
** Increased research cost from 4 to 5 (Total cost 1200)&lt;br /&gt;
** Increased research time from 180 to 240&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Improved Overall Weapon Spread&lt;br /&gt;
**Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased Time between shoots from 0.12 to 0.20&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
*** Also adjusted spawn/max ammo counts - engineer spawns with 4 clips and scout spawns with 5 clips. (Without ammo increase skill.)&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.&lt;br /&gt;
** All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)&lt;br /&gt;
* Plasma Cannon&lt;br /&gt;
** Decreased damage from 84 to 60&lt;br /&gt;
** Now fires 2x damage crit shells when in the high (orange) heat region or above&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
* Medium Artillery Cannon&lt;br /&gt;
** Increased Projectile Spread from 0.001 to 0.25&lt;br /&gt;
* High-Explosive Artillery Cannon&lt;br /&gt;
** Increased Projectile Spread from 0.001 to 0.30&lt;br /&gt;
* Ranged Artillery Cannon&lt;br /&gt;
** Increased Projectile Spread from 0.001 to 0.15&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
* Removed some less useful statistics from the vehicle preview in the vehicle creation panel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11127</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11127"/>
		<updated>2025-06-20T22:57:40Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: 2.38.0 is out!&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;
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{{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>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11116</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11116"/>
		<updated>2025-03-22T05:35:30Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Report known issue fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Crit shells do increased damage&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. The resource total and income are now displayed more accurately than before.&lt;br /&gt;
** Resource total updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
**Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
**Recurring resource income is now displayed alongside the dynamic income, this figure excludes manual adjustments and resource drains. Essentially, this displays income from recurring sources, for example refineries.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
* Commanders can now see player request icons from further away, especially requests for commander attention.&lt;br /&gt;
** This distance is 12k units for commander attention requests and 6k units for other requests&lt;br /&gt;
** For comparison, requests are normally 3k units and revive icons 4k units&lt;br /&gt;
&amp;lt;s style=&amp;quot;color:#FFFFFF11&amp;quot;&amp;gt;* Added Aircraft&amp;lt;/s&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
* Fixed some issues with the method in which tips were selected to be displayed on the loading screen.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.&lt;br /&gt;
** All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)&lt;br /&gt;
* Plasma Cannon&lt;br /&gt;
** Decreased damage from 84 to 60&lt;br /&gt;
** Now fires 2x damage crit shells when in the high (orange) heat region or above&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
* Medium Artillery Cannon&lt;br /&gt;
** Increased Projectile Spread from 0.001 to 0.25&lt;br /&gt;
* High-Explosive Artillery Cannon&lt;br /&gt;
** Increased Projectile Spread from 0.001 to 0.30&lt;br /&gt;
* Ranged Artillery Cannon&lt;br /&gt;
** Increased Projectile Spread from 0.001 to 0.15&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
* Removed some less useful statistics from the vehicle preview in the vehicle creation panel.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;br /&gt;
* &amp;lt;s&amp;gt;Heat cannot stall a vehicle more than 90%. This impacts sticky stuns and the start-of-round command vehicle immobility.&amp;lt;/s&amp;gt; Fixed in beta.&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11113</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11113"/>
		<updated>2025-03-20T21:46:31Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add hidden meme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Crit shells do increased damage&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&amp;lt;s style=&amp;quot;color:#FFFFFF11&amp;quot;&amp;gt;* Added Aircraft&amp;lt;/s&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.&lt;br /&gt;
** All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)&lt;br /&gt;
* Plasma Cannon&lt;br /&gt;
** Decreased damage from 84 to 60&lt;br /&gt;
** Now fires 2x damage crit shells when in the high (orange) heat region or above&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;br /&gt;
* Heat cannot stall a vehicle more than 90%. This impacts sticky stuns and the start-of-round command vehicle immobility.&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11112</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11112"/>
		<updated>2025-03-20T21:40:20Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Vehicle Weapons */ Added changes to plasma cannon. Wording could maybe be improved.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Crit shells do increased damage&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.&lt;br /&gt;
** All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)&lt;br /&gt;
* Plasma Cannon&lt;br /&gt;
** Decreased damage from 84 to 60&lt;br /&gt;
** Now fires 2x damage crit shells when in the high (orange) heat region or above&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;br /&gt;
* Heat cannot stall a vehicle more than 90%. This impacts sticky stuns and the start-of-round command vehicle immobility.&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11111</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11111"/>
		<updated>2025-03-20T21:34:21Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Crit shells do increased damage&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.&lt;br /&gt;
** All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;br /&gt;
* Heat cannot stall a vehicle more than 90%. This impacts sticky stuns and the start-of-round command vehicle immobility.&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11110</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11110"/>
		<updated>2025-03-20T20:54:57Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Known Issues */ Add known vehicle heat issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.&lt;br /&gt;
** All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;br /&gt;
* Heat cannot stall a vehicle more than 90%. This impacts sticky stuns and the start-of-round command vehicle immobility.&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11108</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11108"/>
		<updated>2025-03-08T18:54:54Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Other changes */ Add information about map scaling changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* We did a large refactor to the minimap code. You shouldn&#039;t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the &amp;lt;code&amp;gt;emp_map_size&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11107</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11107"/>
		<updated>2025-03-05T02:14:23Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Features */ Moved some points around for better organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles.&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11106</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11106"/>
		<updated>2025-03-05T00:26:20Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Features */ Added vehicle info panel changes to log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added an additional info panel to the vehicle HUD&lt;br /&gt;
** This panel is displayed to players currently inside a tank&lt;br /&gt;
** The panel shows the following information, from left to right:&lt;br /&gt;
*** The armor the vehicle has equipped&lt;br /&gt;
*** The engine the vehicle has equipped&lt;br /&gt;
*** The current number of passengers, out of the vehicle&#039;s total capacity&lt;br /&gt;
*** Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)&lt;br /&gt;
*** Whether the vehicle has a spawn point&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Armory&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 10&lt;br /&gt;
* Barracks&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 20&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
* Repair Pad&lt;br /&gt;
** Reduced Carcass Removal Time from 30 to 15&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Chassis ===&lt;br /&gt;
* NF &amp;amp; BE APC&lt;br /&gt;
** Increased available weight from 235 to 265&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
*** Decreased Damage To Heat Absorbed from 0.1 to 0.05&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
* Composite&lt;br /&gt;
** Increase Sticky Bomb Resistance from -0.716 to -0.6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* All Chassis&lt;br /&gt;
** Increased Heat Dissipation for Advanced Coolant Engine by 1&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 28&lt;br /&gt;
** Increased Heat from 3 to 5&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
** Increased Explosion range from 80 to 150&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
** Increased Missile Range from 6500 to 8000&lt;br /&gt;
** Increased clip size from 5 to 6&lt;br /&gt;
** Increased Explosion Radius from 115 to 150&lt;br /&gt;
** Decreased Cycle Time from 1.3 to 1.25&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Damage from 80 to 90&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Damage from 50 to 60&lt;br /&gt;
** Reduced Biological Damage from 10 to 5&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Radius from 0.1 to 0.2&lt;br /&gt;
** Reduced Lock On Range Multiplier from 0.00025 to 0.0001875&lt;br /&gt;
*** Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Reduced Cycle Time from 2 to 1.6&lt;br /&gt;
** Increased Clip Size from 6 to 8&lt;br /&gt;
** Reduced Total Ammo Clips from 5 to 4&lt;br /&gt;
** Reduced Vehicle Biological Damage from 10 to 5&lt;br /&gt;
** Increased Vehicle Bio Time from 4 to 5&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11102</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11102"/>
		<updated>2025-03-01T22:59:33Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11101</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11101"/>
		<updated>2025-03-01T22:34:30Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* 2.38.0 */  Add APC spawn script changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 120 seconds. (480 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* APC Chassis is researched by default&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11100</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11100"/>
		<updated>2025-03-01T22:31:14Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
* Fixed a crash involving the vehicle info HUD element.&lt;br /&gt;
* Fixed a bug where reviving in water would cause the player to appear far beneath the surface.&lt;br /&gt;
* Fixed a bug where players changing teams to spectator while in a vehicle retain collision.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 60 seconds. (240 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11098</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11098"/>
		<updated>2025-02-21T04:07:47Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* 2.38.0 */ Add capacitive armor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 60 seconds. (240 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Capacitive Armor&lt;br /&gt;
** Buff&lt;br /&gt;
*** Decreased Cost per plate from 20 to 18&lt;br /&gt;
*** Increased Health per plate from 80 to 110&lt;br /&gt;
** Nerf&lt;br /&gt;
*** Increased Weight per plate from 15 to 18&lt;br /&gt;
*** Added Speed To Damage Modifier 0.000035&lt;br /&gt;
*** Decreased Infantry Grenade Resist from 0.55 to 0.35&lt;br /&gt;
*** Decreased Infantry Mine Resist from 0.55 to 0.50&lt;br /&gt;
*** Decreased Infantry Missile Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Mortar Resist from 0.40 to 0.20&lt;br /&gt;
*** Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20&lt;br /&gt;
*** Decreased Infantry Sticky Stun Resist from 0.25 to 0.15&lt;br /&gt;
*** Decreased Squad Arty Resist from 0.55 to 0.40&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11097</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11097"/>
		<updated>2025-02-21T03:11:12Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* The debug console command &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 60 seconds. (240 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11096</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11096"/>
		<updated>2025-02-20T06:26:34Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Infantry Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 60 seconds. (240 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* NF Heavy Carbine (SMG3)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11095</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11095"/>
		<updated>2025-02-20T06:26:16Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Script/Game Balance */ Add SMG3 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 60 seconds. (240 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
* SMG3 (NF Heavy Carbine)&lt;br /&gt;
** Increased damage per bullet from 27 to 37&lt;br /&gt;
** Increased time between shots from 0.12 to 0.35&lt;br /&gt;
** Increased minimal damage per bullet from 13 to 18&lt;br /&gt;
** Decreased clip size from 20 to 12&lt;br /&gt;
** Decreased overall weapon spread&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11094</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11094"/>
		<updated>2025-02-20T06:08:23Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Script/Game Balance */  Add homing missile entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
* Improved the resources HUD display. Resource total and income are now more accurate than before.&lt;br /&gt;
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.&lt;br /&gt;
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
* &amp;lt;code&amp;gt;emp_debug_spawn_shell&amp;lt;/code&amp;gt; now has three parameters:&lt;br /&gt;
** 1: The weapon index of the shell to spawn&lt;br /&gt;
** 2: The number of shells to spawn (between 1 and 128)&lt;br /&gt;
** 3: Whether or not the shell is a crit shell.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.&lt;br /&gt;
* Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
* Added a research item for APC spawn points.&lt;br /&gt;
** Costs 4 resources per second for 60 seconds. (240 resources in total.)&lt;br /&gt;
* Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.&lt;br /&gt;
* The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile&lt;br /&gt;
* Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Salvo Homing Missiles&lt;br /&gt;
** Increased cost from 105 to 150&lt;br /&gt;
** Increased clip size from 4 to 10&lt;br /&gt;
** Increased reload time from 3.75 to 8&lt;br /&gt;
** Increased missile lock on range from 5000 to 8000&lt;br /&gt;
** Decreased lock on time from 0.6 to 0.5&lt;br /&gt;
** Decreased lock on radius from 0.35 to 0.2&lt;br /&gt;
** Decreased lock on range modifier from 0.00040 to 0.00025&lt;br /&gt;
** Decreased damage from 40 to 30&lt;br /&gt;
** Decreased heat from 4 to 3&lt;br /&gt;
** Decreased weight from 100 to 80&lt;br /&gt;
* Homing Missiles (2-slot)&lt;br /&gt;
** Increased cost from 80 to 95&lt;br /&gt;
** Decreased missile Speed from 2500 to 2300&lt;br /&gt;
** Decreased weight from 70 to 60&lt;br /&gt;
* TOW Guided Missiles&lt;br /&gt;
** Increased cost from 135 to 150&lt;br /&gt;
** Increased Missile speed from 2100 to 2300&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11046</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11046"/>
		<updated>2024-11-05T08:30:58Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11045</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11045"/>
		<updated>2024-11-04T04:10:47Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Template:FuturePatch&amp;diff=11044</id>
		<title>Template:FuturePatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Template:FuturePatch&amp;diff=11044"/>
		<updated>2024-11-04T04:09:02Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{MessageBox|future|This patch has not yet been released|The information in this section is preliminary and subject to change, including the addition and removal of entire sections.|image=Ambox warning pn.svg.png|color=#B32424}}&amp;lt;includeonly&amp;gt;{{#if: {{{nocat|}}}||[[Category:Future Content‏‎]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11043</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11043"/>
		<updated>2024-11-04T04:05:18Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add description for Pykrete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new particle system. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. &lt;br /&gt;
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
* Added Pykrete Armor&lt;br /&gt;
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.&lt;br /&gt;
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11042</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11042"/>
		<updated>2024-11-04T04:00:51Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Added player request changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new particle system. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. (This was previously in the game, but the definition of overheating used was incorrect so this never actually happened).&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
*** To keep the same behavior on existing engines, this value will need to be squared in the scripts.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Added additional HUD icons for certain F-menu requests.&lt;br /&gt;
* Added additional cancellation and suppression criteria for certain F-menu requests.&lt;br /&gt;
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.&lt;br /&gt;
* Added new listener mapmaking entities, &amp;lt;code&amp;gt;emp_logic_resource_listener&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;emp_logic_ticket_listener&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;emp_logic_research_listener&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
** Servers can no longer disable vehicle horns with the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11041</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11041"/>
		<updated>2024-11-04T03:54:21Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add research branch changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new particle system. Each cannon can (and now does) have a different trail of particles.&lt;br /&gt;
** This may make it easier to identify the locations of artillery tanks.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. (This was previously in the game, but the definition of overheating used was incorrect so this never actually happened).&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
*** To keep the same behavior on existing engines, this value will need to be squared in the scripts.&lt;br /&gt;
* Research now drains resources over time, instead of spending all of the resources up-front.&lt;br /&gt;
** Commanders can pause and resume research at any time.&lt;br /&gt;
** If there is insufficient resources for research to continue, then research is paused automatically. &lt;br /&gt;
*** The entire team will hear the &amp;quot;Insufficient Resources&amp;quot; sound clip.&lt;br /&gt;
** When research is complete, the entire team (and all spectators) will hear the &amp;quot;Research is now complete&amp;quot; sound effect, instead of just the commander.&lt;br /&gt;
** Added a new mapmaking entity &amp;lt;code&amp;gt;emp_logic_resource_drain&amp;lt;/code&amp;gt; to allow mapmakers to specify their own similar resource drains.&lt;br /&gt;
* Added new listener mapmaking entities, &lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time&amp;lt;/code&amp;gt; cvar from 30 seconds to 180 seconds.&lt;br /&gt;
** The previous default probably made sense before vehicle carcasses could be recycled.&lt;br /&gt;
* Increased the default value of the &amp;lt;code&amp;gt;emp_sv_vehicle_fadeout_time_partial&amp;lt;/code&amp;gt; cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* Removed the &amp;lt;code&amp;gt;emp_sv_vehicle_allow_horns&amp;lt;/code&amp;gt; cvar.&lt;br /&gt;
** Horns are a vital form of communication between players, and it does not make sense to allow server owners to turn this functionality off.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
&lt;br /&gt;
* Several unused features have been removed:&lt;br /&gt;
** Research can no longer upgrade ammo damage.&lt;br /&gt;
** Vehicle weapons can no longer be &amp;quot;disabled&amp;quot;, and research cannot disable vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11031</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11031"/>
		<updated>2024-08-26T00:46:26Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Update vehicle heat refactor notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Replaced vehicle shell particle effects with the new particle system. Each weapon can (and now does) have a different trail.&lt;br /&gt;
* Large rework of the vehicle heat mechanics&lt;br /&gt;
** Added a fourth &amp;quot;Overheat&amp;quot; heat region.&lt;br /&gt;
*** Now there is &amp;quot;Low&amp;quot; (Green), &amp;quot;Medium&amp;quot; (Yellow), &amp;quot;High&amp;quot; (Orange), and &amp;quot;Overheat&amp;quot; (Red)&lt;br /&gt;
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.&lt;br /&gt;
** The positions of the various heat regions can be defined per-engine.&lt;br /&gt;
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red. (This was previously in the game, but the definition of overheating used was incorrect so this never actually happened).&lt;br /&gt;
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.&lt;br /&gt;
** Weapons can have a &amp;quot;Critical Heat Zone&amp;quot;. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.&lt;br /&gt;
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there&#039;s an entirely different way I want to indicate these in the scripts).&lt;br /&gt;
*** Critical shells do triple damage.&lt;br /&gt;
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.&lt;br /&gt;
*** Only shells have crits implemented. If this idea is kept, then we&#039;d want to implement the same for MGs, missiles, and grenades.&lt;br /&gt;
** Due to simplifications of the engine stall code, the &amp;quot;Heat Stall Penalty&amp;quot; value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.&lt;br /&gt;
*** To keep the same behavior on existing engines, this value will need to be squared in the scripts.&lt;br /&gt;
* Added a sound effect that plays when a tank loads ammo.&lt;br /&gt;
* Increased the default value of the emp_sv_vehicle_fadeout_time cvar from 30 seconds to 180 seconds.&lt;br /&gt;
** The previous default probably made sense before vehicle carcasses could be recycled.&lt;br /&gt;
* Increased the default value of the emp_sv_vehicle_fadeout_time_partial cvar from 30 seconds to 60 seconds.&lt;br /&gt;
* Removed the emp_sv_vehicle_allow_horns cvar.&lt;br /&gt;
** Horns are a vital form of communication between players, and it does not make sense to allow server owners to turn this functionality off.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11012</id>
		<title>Version/2.38.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.38.x&amp;diff=11012"/>
		<updated>2024-08-10T18:59:05Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add preliminary 2.38.0 page. This is assuming the heat rework goes in, but that seems pretty likely to be merged so far.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.38.0 ==&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;
&lt;br /&gt;
* Reworked the vehicle heat system&lt;br /&gt;
** Each pip on the heat meter represents two heat points. This means that engines with a higher heat capacity will have a larger heat bar.&lt;br /&gt;
** The vehicle heat meter is broken up into four different colored zones. Previously, these were cosmetic, but now they directly affect game mechanics.&lt;br /&gt;
*** Low (Green)&lt;br /&gt;
*** Medium (Yellow)&lt;br /&gt;
*** High (Orange)&lt;br /&gt;
*** Critical (Red)&lt;br /&gt;
** Different engines have the breakpoints between zones in different places on the heat meter.&lt;br /&gt;
** Instead of weapons being unable to fire when the heat they would add would exceed the heat meter, now the only relevant factor is the heat zone that the tank is in when the weapon is fired.&lt;br /&gt;
*** This maximum heat zone defaults to the High zone, but for example Nukes can only fire in the low zone.&lt;br /&gt;
*** This allows the behavior to be a little more predictable, as the bar visually indicates when each weapon can fire.&lt;br /&gt;
** Weapons can be set to still fire above their maximum heat region, but do self-damage to the tank instead.&lt;br /&gt;
** Firing your tank&#039;s weapons can never add enough heat to trip the overheating penalty, unless you fire an overheated weapon and do self-damage.&lt;br /&gt;
** When a weapon cannon fire due to overheating, its weapon bar in the bottom right corner turns red.&lt;br /&gt;
*** This was previously implemented, but never actually happened due to a bug.&lt;br /&gt;
* Cannon and artillery trails now use the new particle system.&lt;br /&gt;
** Each cannon and artillery weapon now has a different particle trail, for easier identification and improved flavor.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=11011</id>
		<title>Version/2.37.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=11011"/>
		<updated>2024-08-10T18:44:59Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Features */ Added building research feature, reworded recycle gives refund section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.37.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBC&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added the recycleGivesRefund (&amp;quot;Give Refund on Recycle?&amp;quot; in Hammer) parameter for building entities.&lt;br /&gt;
** If set to 1 (the default), then when the building is recycled the resources are refunded. &lt;br /&gt;
** If set to 0, then when the building is recycled, no resources are given to the team.&lt;br /&gt;
** The commander will get feedback for what the refund cost will be when triggering a recycle on a building.&lt;br /&gt;
** This change allows level designers to strategically place buildings without worrying about commanders using them to gain additional resources through recycling. For instance, pre-spawned turrets are placed in starting locations to prevent early rushes. However, in the past, commanders have used these turrets to gain small resource advantages during the early phase of the game.&lt;br /&gt;
** Although none of the official maps have been changed to adopt the above behaviour, this may be implemented in the future.&lt;br /&gt;
* Buildings can now require research to be placed.&lt;br /&gt;
** If a building has the &amp;quot;Research&amp;quot; parameter set to the name of a research node, then the building will not be able to be placed until that research is completed.&lt;br /&gt;
*** Previously, this parameter was only used for turret upgrades.&lt;br /&gt;
** If a building is unresearched, then it will show up in purple in the build menu.&lt;br /&gt;
** The highlight color of unresearched buildings are purple, and have a tooltip indicating that they are not researched.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Reverted grenade physics behaviour back to how it was prior to 2.37.0. &lt;br /&gt;
** We now fake the grenade bounce sound without detecting surface type. The previous VPhysics based detection did not actually detect the right surface type most of the time, so this is not much of a regression.&lt;br /&gt;
* Changed physics timestep to match server tickrate. (Instead of DEFAULT_TICK_INTERVAL - for Empires that&#039;s currently 66 tick)&lt;br /&gt;
* Removed code that disables vertex-lit materials being applied to detail models. (It no longer replaces the model with error.mdl)&lt;br /&gt;
* Comprehensive refactoring of vehicle code, both client &amp;amp; server. The aim of this is to improve code readability &amp;amp; maintainability while implementing minor bug fixes and reducing code complexity. It will allow us to iterate easier in the future when adding new features. Some related bug fixes&lt;br /&gt;
** Fixed some bugs caused by the vehicle self-destruct functionality. When the self-destruct timer had elapsed it would cause the self-destruct damage to be applied first, then ignore any subsequent damage/regeneration that may happen in that frame. Essentially, if a vehicle was taking self-destruct damage it would be invincible to biological damage-over-time and armor would stop regenerating.&lt;br /&gt;
** Fixed a number of potential crashes.&lt;br /&gt;
** Fixed some issues with how vehicle water level is detected/set in code. This has no impact on gameplay but is now working as intended.&lt;br /&gt;
** Fixed a bug with vehicle damage assists. Assists had the potential to be awarded because other entities had damaged the vehicle. (trigger_hurt for example).&lt;br /&gt;
** Significantly reduced memory required to store a vehicle object through removing unused variables and optimization.&lt;br /&gt;
** Reduced CPU usage by optimized code in various places.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Infantry weapons ====&lt;br /&gt;
* Modified the Heavy Machine Gun for both teams to deliver sustained fire with decent accuracy, despite initially lower accuracy compared to rifles and SMGs, thanks to its low increment for longer, stable bursts.&lt;br /&gt;
** HMG spread is based on DuckingSpread&lt;br /&gt;
*** HMG is 100% less accurate while Standing&lt;br /&gt;
**** HMG is 200% less accurate than Standing while Jumping&lt;br /&gt;
*** HMG is 20% more accurate while proning&lt;br /&gt;
** HMG Spread Modifier is based on Spread&lt;br /&gt;
*** HMG is 200% less accurate while moving&lt;br /&gt;
** HMG increment is based on Standing Increment&lt;br /&gt;
*** HMG increment is 20% slower while Crouching&lt;br /&gt;
*** HMG increment is 40% slower while Proning&lt;br /&gt;
* Adjusted the cycle time for the following weapons to align with servers operating at a 100 tick rate.&lt;br /&gt;
** SMG 1(Both teams)&lt;br /&gt;
*** CycleTime 0.09 -&amp;gt; 0.08&lt;br /&gt;
** SMG 2 (Both teams)&lt;br /&gt;
*** CycleTime 0.075 -&amp;gt; 0.07&lt;br /&gt;
** NF Assault rifle&lt;br /&gt;
*** CycleTime 0.106 -&amp;gt; 0.1&lt;br /&gt;
* Engineer Tool&lt;br /&gt;
** Increased heal amount from 4 to 6&lt;br /&gt;
** Reduced Heal Modifier from 3 to 2 (Heal upgrade multiplier)&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Biological Machine Gun&lt;br /&gt;
** Reduced Clip Size from 80 to 60&lt;br /&gt;
* High-Explosive Machine Gun&lt;br /&gt;
** Reduced Clip Size from 70 to 50&lt;br /&gt;
* Depleted Uranium Machine Gun&lt;br /&gt;
** Reduced Clip Size from 100 to 80&lt;br /&gt;
* Railgun&lt;br /&gt;
** Increased Clip Size from 30 to 40&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Reduced Bio Time from 10 to 5 seconds&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Increased Lock On Time from 0.4 to 0.5&lt;br /&gt;
** Reduced Lock On Modifier from 0.4 to 0.25&lt;br /&gt;
*** Homing Lock On Time reduced from 0.4-3.6 to 0.5-2.5 seconds&lt;br /&gt;
**** Homing Lock On Speed increased is 25% faster on average&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* All armors&lt;br /&gt;
** Increased Sticky Resist from -0.714 to -0.6&lt;br /&gt;
*** This reduces Sticky Bomb damage from 300 to 280 which means they won&#039;t destroy LT/APC with 1 grenade when equiped with plain or absorbant armor&lt;br /&gt;
* Plain Armor&lt;br /&gt;
** Increased Health from 60 to 70&lt;br /&gt;
* Absorbant Armor&lt;br /&gt;
** Increased Speed to Damage Modifier from 0.00005 to 0.00007&lt;br /&gt;
* Composite Armor&lt;br /&gt;
** Increased Speed to Damage Modifier from 0.000025 to 0.000035&lt;br /&gt;
* Introduced new Capacitive Armor research under Electrical Engineering.&lt;br /&gt;
** Research cost: 240 resources&lt;br /&gt;
** Research time: 60 seconds&lt;br /&gt;
** Capacitive Armor is intended to be resistant to infantry weapons but vulnerable to enemy tanks, key armor statistics below:&lt;br /&gt;
*** Weight: 13 per plate&lt;br /&gt;
*** Cost: 20 resources per plate&lt;br /&gt;
*** Health: 80 per plate&lt;br /&gt;
*** Damage to Heat Absorbed: 0.02 (2% of damage received is converted to heat)&lt;br /&gt;
*** Resistances:&lt;br /&gt;
**** HE Grenades: 70% resistance&lt;br /&gt;
**** Mines: 55% resistance&lt;br /&gt;
**** RPG: 45% resistance&lt;br /&gt;
**** Mortars: 45% resistance&lt;br /&gt;
**** Explosive Sticky Grenades: 42.5% resistance&lt;br /&gt;
**** Stun Sticky Grenades: 42.5% resistance&lt;br /&gt;
**** Squad Arty: 55% resistance&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Standard Engine&lt;br /&gt;
** Increased cooling by 0.5&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
* New Research&lt;br /&gt;
** Vehicle Factory&lt;br /&gt;
*** Parent: Structural Engineering&lt;br /&gt;
*** Time: 60s&lt;br /&gt;
*** Cost: 240&lt;br /&gt;
** LT/AFV Chassis&lt;br /&gt;
*** Parent: Mechanical Engineering&lt;br /&gt;
*** Time: 60s&lt;br /&gt;
*** Cost: 240&lt;br /&gt;
** APC Chassis&lt;br /&gt;
*** Parent: Mechanical Engineering&lt;br /&gt;
*** Time: 90s&lt;br /&gt;
*** Cost: 360&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
* Radar&lt;br /&gt;
** Reduced Cost from 600 to 300&lt;br /&gt;
** Reduced Health from 250 to 200&lt;br /&gt;
* Vehicle Factory&lt;br /&gt;
** Reduced Cost from 700 to 500&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
* Armor impact sounds are often too quiet to be heard well. (Carried over from previous update.)&lt;br /&gt;
&lt;br /&gt;
== 2.37.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 2024-05-26&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Grenades and mines make sounds when they bounce against surfaces.&lt;br /&gt;
* Added armor impact sounds.&lt;br /&gt;
** Distinct sounds play when a vehicle&#039;s armor is damaged, a vehicle&#039;s hull is damaged, and when a sticky grenade latches to a tank hull.&lt;br /&gt;
** Different armors can have different sounds, though most armors currently do not.&lt;br /&gt;
* Enabled several unused NF taunts.&lt;br /&gt;
* Updated the commander view&#039;s zoom functionality.&lt;br /&gt;
** Added zoom-to-cursor functionality. The camera will zoom towards the cursor position when enabled. An option will be added to the advanced section of the multiplayer settings menu.&lt;br /&gt;
** Camera smoothing has been updated, updated cvars added to control this.&lt;br /&gt;
*** emp_comm_zoom_stepsize - Controls how many units to increment/decrement the target zoom amount per scroll.&lt;br /&gt;
*** emp_comm_zoom_speed - Original cvar, original values should still work with updated smoothing method.&lt;br /&gt;
* Enabled the trigger_portal brush entity.&lt;br /&gt;
** trigger_portal is an brush entity in the Source base code. &lt;br /&gt;
** It moves touched entity to a destination trigger_portal, preserving the relative position and velocity of the entity.&lt;br /&gt;
** Warning: This entity can cause teleported entities to become stuck or escape the map, and has not extensively tested. Use at your own risk!&lt;br /&gt;
* Added team-limiting spawnflags to all trigger bruah entities.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed the game phase material proxy not updating correctly.&lt;br /&gt;
* Fixed MG turrets continuing to play the shooting sound effect after game end.&lt;br /&gt;
* Fixed spectator HUD not displaying observer target info correctly.&lt;br /&gt;
* Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.&lt;br /&gt;
* Changes to team physics content masking.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Guided Missile&lt;br /&gt;
** Increased Maximum Guiding Range from 5500 to 8000&lt;br /&gt;
* Homing Missile&lt;br /&gt;
** Increased Maximum Lock On range from 7000 to 8000&lt;br /&gt;
* Biological Missile&lt;br /&gt;
** Reduced Bio Duration from 8 to 5s&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Reduced Health Regeneration from 4 to 3&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Reduced Cooling by 0.25&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Sever operators can now disable the server inactivity timeout by setting emp_sv_inactivity_timeout to 0.&lt;br /&gt;
** If non-zero, the timeout has a minimum of 120 seconds.&lt;br /&gt;
* Deprecate the emp_sv_forceteam convar.&lt;br /&gt;
** This functionality has been replaced by the new AllowedTeams field in emp_info_params.&lt;br /&gt;
*** Setting AllowedTeams to 0 allows players to join either team. Setting it to 2 or 3 allows player to only join Northern Faction or Brenodi Empire respectively.&lt;br /&gt;
*** This function can still be accessed by setting the emp_sv_forceteam convar, but that variable is now deprecated and will not show up in autocomplete.&lt;br /&gt;
* Remove remnants of the PushMap setting in emp_params&lt;br /&gt;
* Minimap icons will now be revealed to both teams when the game is over.&lt;br /&gt;
* When the game ends, the game timer on the HUD will freeze, displaying the final time for that round.&lt;br /&gt;
* When creating workshop packages, you can now specify a preview image.&lt;br /&gt;
** This can be done by adding the &amp;quot;Image&amp;quot; &amp;quot;FilePathRelativeToWorkshopItemFolder.jpg&amp;quot; KV pair to the package.txt`&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Armor impact sounds are often too quiet to be heard well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11010</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11010"/>
		<updated>2024-08-10T18:15:48Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &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=1|2.38|0|TBD}}&lt;br /&gt;
{{VersionTableRow|patches=2|2.37|1|TBD}}&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;
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{{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;
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{{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;
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{{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;
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{{VersionTableRow|2.26|1}}&lt;br /&gt;
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{{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;
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{{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>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10995</id>
		<title>Version/2.37.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10995"/>
		<updated>2024-05-26T17:57:40Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* 2.37.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.37.0 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 2024-05-26&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Grenades and mines make sounds when they bounce against surfaces.&lt;br /&gt;
* Added armor impact sounds.&lt;br /&gt;
** Distinct sounds play when a vehicle&#039;s armor is damaged, a vehicle&#039;s hull is damaged, and when a sticky grenade latches to a tank hull.&lt;br /&gt;
** Different armors can have different sounds, though most armors currently do not.&lt;br /&gt;
* Enabled several unused NF taunts.&lt;br /&gt;
* Updated the commander view&#039;s zoom functionality.&lt;br /&gt;
** Added zoom-to-cursor functionality. The camera will zoom towards the cursor position when enabled. An option will be added to the advanced section of the multiplayer settings menu.&lt;br /&gt;
** Camera smoothing has been updated, updated cvars added to control this.&lt;br /&gt;
*** emp_comm_zoom_stepsize - Controls how many units to increment/decrement the target zoom amount per scroll.&lt;br /&gt;
*** emp_comm_zoom_speed - Original cvar, original values should still work with updated smoothing method.&lt;br /&gt;
* Enabled the trigger_portal brush entity.&lt;br /&gt;
** trigger_portal is an brush entity in the Source base code. &lt;br /&gt;
** It moves touched entity to a destination trigger_portal, preserving the relative position and velocity of the entity.&lt;br /&gt;
** Warning: This entity can cause teleported entities to become stuck or escape the map, and has not extensively tested. Use at your own risk!&lt;br /&gt;
* Added team-limiting spawnflags to all trigger bruah entities.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed the game phase material proxy not updating correctly.&lt;br /&gt;
* Fixed MG turrets continuing to play the shooting sound effect after game end.&lt;br /&gt;
* Fixed spectator HUD not displaying observer target info correctly.&lt;br /&gt;
* Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.&lt;br /&gt;
* Changes to team physics content masking.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Guided Missile&lt;br /&gt;
** Increased Maximum Guiding Range from 5500 to 8000&lt;br /&gt;
* Homing Missile&lt;br /&gt;
** Increased Maximum Lock On range from 7000 to 8000&lt;br /&gt;
* Biological Missile&lt;br /&gt;
** Reduced Bio Duration from 8 to 5s&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Reduced Health Regeneration from 4 to 3&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Reduced Cooling by 0.25&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Sever operators can now disable the server inactivity timeout by setting emp_sv_inactivity_timeout to 0.&lt;br /&gt;
** If non-zero, the timeout has a minimum of 120 seconds.&lt;br /&gt;
* Deprecate the emp_sv_forceteam convar.&lt;br /&gt;
** This functionality has been replaced by the new AllowedTeams field in emp_info_params.&lt;br /&gt;
*** Setting AllowedTeams to 0 allows players to join either team. Setting it to 2 or 3 allows player to only join Northern Faction or Brenodi Empire respectively.&lt;br /&gt;
*** This function can still be accessed by setting the emp_sv_forceteam convar, but that variable is now deprecated and will not show up in autocomplete.&lt;br /&gt;
* Remove remnants of the PushMap setting in emp_params&lt;br /&gt;
* Minimap icons will now be revealed to both teams when the game is over.&lt;br /&gt;
* When the game ends, the game timer on the HUD will freeze, displaying the final time for that round.&lt;br /&gt;
* When creating workshop packages, you can now specify a preview image.&lt;br /&gt;
** This can be done by adding the &amp;quot;Image&amp;quot; &amp;quot;FilePathRelativeToWorkshopItemFolder.jpg&amp;quot; KV pair to the package.txt`&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Armor impact sounds are often too quiet to be heard well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=10994</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=10994"/>
		<updated>2024-05-26T17:57:20Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &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=1|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>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10991</id>
		<title>Version/2.37.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10991"/>
		<updated>2024-05-25T18:28:49Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.37.0 ==&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;
* Grenades and mines make sounds when they bounce against surfaces.&lt;br /&gt;
* Added armor impact sounds.&lt;br /&gt;
** Distinct sounds play when a vehicle&#039;s armor is damaged, a vehicle&#039;s hull is damaged, and when a sticky grenade latches to a tank hull.&lt;br /&gt;
** Different armors can have different sounds, though most armors currently do not.&lt;br /&gt;
* Enabled several unused NF taunts.&lt;br /&gt;
* Updated the commander view&#039;s zoom functionality.&lt;br /&gt;
** Added zoom-to-cursor functionality. The camera will zoom towards the cursor position when enabled. An option will be added to the advanced section of the multiplayer settings menu.&lt;br /&gt;
** Camera smoothing has been updated, updated cvars added to control this.&lt;br /&gt;
*** emp_comm_zoom_stepsize - Controls how many units to increment/decrement the target zoom amount per scroll.&lt;br /&gt;
*** emp_comm_zoom_speed - Original cvar, original values should still work with updated smoothing method.&lt;br /&gt;
* Enabled the trigger_portal brush entity.&lt;br /&gt;
** trigger_portal is an brush entity in the Source base code. &lt;br /&gt;
** It moves touched entity to a destination trigger_portal, preserving the relative position and velocity of the entity.&lt;br /&gt;
** Warning: This entity can cause teleported entities to become stuck or escape the map, and has not extensively tested. Use at your own risk!&lt;br /&gt;
* Added team-limiting spawnflags to all trigger bruah entities.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed the game phase material proxy not updating correctly.&lt;br /&gt;
* Fixed MG turrets continuing to play the shooting sound effect after game end.&lt;br /&gt;
* Fixed spectator HUD not displaying observer target info correctly.&lt;br /&gt;
* Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.&lt;br /&gt;
* Changes to team physics content masking.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
* Guided Missile&lt;br /&gt;
** Increased Maximum Guiding Range from 5500 to 8000&lt;br /&gt;
* Homing Missile&lt;br /&gt;
** Increased Maximum Lock On range from 7000 to 8000&lt;br /&gt;
* Biological Missile&lt;br /&gt;
** Reduced Bio Duration from 8 to 5s&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
* Regenerative&lt;br /&gt;
** Reduced Health Regeneration from 4 to 3&lt;br /&gt;
==== Vehicle Engines ====&lt;br /&gt;
* Bio Diesel&lt;br /&gt;
** Reduced Cooling by 0.25&lt;br /&gt;
&lt;br /&gt;
=== Other changes  ===&lt;br /&gt;
* Sever operators can now disable the server inactivity timeout by setting emp_sv_inactivity_timeout to 0.&lt;br /&gt;
** If non-zero, the timeout has a minimum of 120 seconds.&lt;br /&gt;
* Deprecate the emp_sv_forceteam convar.&lt;br /&gt;
** This functionality has been replaced by the new AllowedTeams field in emp_info_params.&lt;br /&gt;
*** Setting AllowedTeams to 0 allows players to join either team. Setting it to 2 or 3 allows player to only join Northern Faction or Brenodi Empire respectively.&lt;br /&gt;
*** This function can still be accessed by setting the emp_sv_forceteam convar, but that variable is now deprecated and will not show up in autocomplete.&lt;br /&gt;
* Remove remnants of the PushMap setting in emp_params&lt;br /&gt;
* Minimap icons will now be revealed to both teams when the game is over.&lt;br /&gt;
* When creating workshop packages, you can now specify a preview image.&lt;br /&gt;
** This can be done by adding the &amp;quot;Image&amp;quot; &amp;quot;FilePathRelativeToWorkshopItemFolder.jpg&amp;quot; KV pair to the package.txt`&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Armor impact sounds are often too quiet to be heard well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10986</id>
		<title>Version/2.37.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10986"/>
		<updated>2024-05-19T17:45:18Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.37.0 ==&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;
&lt;br /&gt;
* Grenades and mines make sounds when they bounce against surfaces.&lt;br /&gt;
* Added armor impact sounds.&lt;br /&gt;
** Distinct sounds play when a vehicle&#039;s armor is damaged, a vehicle&#039;s hull is damaged, and when a sticky grenade latches to a tank hull.&lt;br /&gt;
** Different armors can have different sounds, though most armors currently do not.&lt;br /&gt;
* Enabled several unused NF taunts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed the game phase material proxy not updating correctly.&lt;br /&gt;
* Fixed MG turrets continuing to play the shooting sound effect after game end.&lt;br /&gt;
* Fixed spectator HUD not displaying observer target info correctly.&lt;br /&gt;
* Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.&lt;br /&gt;
* Changes to team physics content masking.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Armor impact sounds are often too quiet to be heard well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10985</id>
		<title>Version/2.37.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.37.x&amp;diff=10985"/>
		<updated>2024-05-19T17:43:01Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Added preliminary patch notes for 2.37.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.37.0 ==&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;
&lt;br /&gt;
* Grenades and mines make sounds when they bounce against surfaces&lt;br /&gt;
* Added armor impact sounds&lt;br /&gt;
** Distinct sounds play when a vehicle&#039;s armor is damaged, a vehicle&#039;s hull is damaged, and when a sticky grenade latches to a tank hull.&lt;br /&gt;
** Different armors can have different sounds, though most armors currently do not.&lt;br /&gt;
* Enabled several unused NF taunts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed the game phase material proxy not updating correctly.&lt;br /&gt;
* Fixed MG turrets continuing to play the shooting sound effect after game end.&lt;br /&gt;
* Fixed spectator HUD not displaying observer target info correctly.&lt;br /&gt;
* Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.&lt;br /&gt;
* Changes to team physics content masking.&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Armor impact sounds are often too quiet to be heard well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=10984</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=10984"/>
		<updated>2024-05-19T17:26:00Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* Source Engine (2013 branch) */ Add 2.37 entry&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=1|2.37|0|TBD}}&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;
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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|0|2016-08-13}} &amp;lt;!--First linux release--&amp;gt;&lt;br /&gt;
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{{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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|}&lt;br /&gt;
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== Source Engine (orange box branch) ==&lt;br /&gt;
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{{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;
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|}&lt;br /&gt;
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== Source Engine (hl2 branch) ==&lt;br /&gt;
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{{VersionTableRowOld|1.0|5|2006-05-14}}&amp;lt;!--First version to have a forum post--&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
== Refractor 2 Engine ==&lt;br /&gt;
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|}&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>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=10983</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=10983"/>
		<updated>2024-05-07T03:11:30Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Remove outdated references, tasteless jokes, and definitions too generic to be relevant (like N for North). Added a couple of modern definitions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #BBB; padding: 0 5px;&amp;quot;&lt;br /&gt;
| [[#.23|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 mine&#039;&#039;&#039; - Refers to detonating 8 mines remotely by placing a 9th mine somewhere else, causing the previous mines to detonate to avoid going over the limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 mine&#039;&#039;&#039; - Refers to when a grenadier places down a 9th mine on top of a stack of 8 previously laid mines, relying on the explosion of the first mine to detonate all of the other mines. This can be used to deal large amounts of damage to static structures at once, or to throw some vehicles into the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#slot&#039;&#039;&#039; - Refers to how many slots a vehicle has for a certain weapon type, or how many slots a weapon uses. &amp;quot;HE is a 2slot cannon&amp;quot; &amp;quot;Brenodi APCs have 3slot MGs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;Ammoz&#039;&#039;&#039; - Running joke referring to a frequently asked question by new players, usage: &amp;quot;How to get ammoz?!&amp;quot; the subject may be changed, or a specific ammunition type may be referenced: &amp;quot;How to get aircraft?!&amp;quot;, &amp;quot;How to get fist ammoz?!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing a cheap (armourless, weaponless) APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura&#039;&#039;&#039; - Refers to the Squad Leader&#039;s power-up aura that gives nearby units improved abilities. Uncommonly used.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal, BEAR no longer exists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BECAR&#039;&#039;&#039; - The Brenodi [[Rifleman]]&#039;s long range burst fire rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio&#039;&#039;&#039; - Short for Biological, can be used to refer to either Biological Machine Guns or Biological Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioMG&#039;&#039;&#039; - Biological Machine Guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioML&#039;&#039;&#039; - Biological Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio Engine(s)&#039;&#039;&#039; - BioDiesel Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimp&#039;&#039;&#039; - Running joke in Empires. To date Aircraft have had a protracted development history over a number of years and the Blimp was casually spec-chatted about as a fast-track of getting some aerial thing in Empires. It would be later much later that the community map &amp;quot;emp_tropicvendetta&amp;quot; would include two airbourne but stationary Blimps housing the CVs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running. (For further satire, see: [[Noob&#039;s Guide to Empires]]). Rarely used nowadays.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CDR&#039;&#039;&#039; - A prefix to the name of a map, which indicates it is a &#039;&amp;lt;u&amp;gt;c&amp;lt;/u&amp;gt;omman&amp;lt;u&amp;gt;d&amp;lt;/u&amp;gt;e&amp;lt;u&amp;gt;r&amp;lt;/u&amp;gt;less&#039; version of an existing map. This prefix is not currently in common usage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - Any point on a map that forces a team into a small geographic area--for example, a bridge, a narrow canyon, an elevator, or a gate. It is these spots in a map that are most often camped, and where battles most often take place, because both teams know that the other team must pass this particular area. These also are the routes that are most easily defendable against assault, as the assaulter is vulnerable when forced into tight quarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comvee&#039;&#039;&#039; - [[Command Vehicle]]. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water). More commonly referred to as griefing, or something along the lines of: &amp;quot;The ****ing comm just sank himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;E-Build&#039;&#039;&#039; - Whilst an Engineer with a calculator can rapidly build various un-built items, other classes can simply press the &#039;E&#039; key (by default) in front of the structure. Just like multiple Engineers building one item, multiple E-builder&#039;s efforts will stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build/deconstruct structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETA&#039;&#039;&#039; - Estimated Time of Arrival (e.g. &amp;quot;ETA armor?!&amp;quot; = When will armor be done)&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - (Verb) In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the [[Grenadier#Tips|ninth mine trick]]. Flipped vehicles self-destruct over a short period of time to simplify game mechanics and prevent the server from being bogged down with vehicles. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeball It&#039;&#039;&#039; - Empires In-Joke. Something Headshotmaster said when he was Com and his entire team abandoned him. He mean to say &amp;quot;... you guys are no help anymore, i&#039;m just gonna Free*style* it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;GG&#039;&#039;&#039; - Abbreviation of Good Game, not genera. Generally NOT used for a good game but, to signify that the end of the round is near, here, or completely fucked(new guy or hobbs as the commander).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEMG&#039;&#039;&#039; - The High Explosive Machine Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobbed&#039;&#039;&#039; - As in &amp;quot;we got hobbed!&amp;quot; Happens when Hobbs is the commander and gets stuck on the map environment or caught by the enemy due to his constant boomtanking(happens 50% of the times he commands but, its still entertaining).&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suicide by typically typing &amp;quot;kill&amp;quot; in the console (or binding to a button) so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lane&#039;&#039;&#039; - A distinct, linear combat area that teams can attempt to push through or defend. Some maps have lanes that open automatically after reaching a sufficiently high playercount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - The Northern Faction Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Main&#039;&#039;&#039; - The main base, usually where the VF radar and main barracks are placed. Can be the starting base, but that sometimes changes. If the original base is not the main base, it is referred to as &amp;quot;Old Main&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some vital area, while simultaneously restocking from an ammo box, often used by engineers with seismic grenades to take down structures and Scouts with Smoke grenades to visibly obscure a large area. Also seen on district402.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NE&#039;&#039;&#039; - Northeast corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFHR&#039;&#039;&#039; - The heavy rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player (especially Scout w/Hide upgrade) to sneak into the enemy base and destroy key structures or the CV without the enemy noticing before it is too late(Update: potential for destroying via scout sabotage has been drastically reduced to unlikely odds). Another way to ninja is to sneak past enemy lines and place a barracks next to enemy main without them knowing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nukes&#039;&#039;&#039; - HIT Missiles, veterans call it a Nuke as that was the original term and the missile is still effectively a nuke, as it is researched under the Fission item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NW&#039;&#039;&#039; - Northwest corner of map / Upper-right corner of map, most commonly used on Cyclopean, since that corner of the map has no distinct landmark to name it.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&#039;&#039;&#039;OP&#039;&#039;&#039; - Overpowered, unfair in that it suits one side or another.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partybus&#039;&#039;&#039; - An APC with spawns, usually refers to an APC loaded with infantry heading to the enemy base in a rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permakill&#039;&#039;&#039; - binding a key to &#039;force_kill&#039;. When used, team players can no longer revive your body, interrupting your probable attempt to save a base or the commander(who is probably hobbs stuck in the enemy main).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organized match frequented by veterans of Empires. A good place to show off your skills to the best of the rest in the Empires community, or, at the very least, meet some of the regulars.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]]. Rarely but asking the Comm &#039;I need a Barracks, Obama&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;. Not often used due to it&#039;s ambiguity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Rarely used acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!RTV&#039;&#039;&#039; - A plugin-provided chat command to initiate an immediate vote for a new map, ending the current match prematurely. Often invoked when the current player count is no longer high enough for the current map. Sometimes invoked to voice one&#039;s own dislike of the current map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rush&#039;&#039;&#039; - Usually meaning to get nearly the whole team to attack one place on the map, usually the command vehicle or enemy main base, either as infantry or in vehicles.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;Sab&#039;&#039;&#039; - Sabotage. When a Scout used their &#039;E&#039; key (default) on an enemy&#039;s structure (Buildings &amp;amp; Turrets, not Vehicles). The primary benefit of sabotaging a structure varies from type to type. Vehicle Factory - all vehicles spawned will have half hull HP and armor. Barracks - All soldiers who spawn will have half HP. Turrets - Will be disabled. Refineries - Will have half resource flow rate(still true?). The Secondary benefit to sabotaging, the structures HP is immediately halved and will steadily decline over time by 1hp. Purple smoke emanates from a sabotaged building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SE&#039;&#039;&#039; - Southeast corner of map / Bottom-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seeding&#039;&#039;&#039; - To seed is to play when few players are on the server, with the intent to ensure that new players arriving are able to play and therefore stick around. It is also used for messaging people asking them to play when there are none or few online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Stack&#039;&#039;&#039; - Also &#039;Stacked&#039;, When one team has an advantage of more players with high skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SL&#039;&#039;&#039; - Squad Leader, the first person to join/create a squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawn Kill&#039;&#039;&#039; - Getting killed the moment you spawn before you can do anything. Happens often when you are revived during a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Rev&#039;&#039;&#039; - Referring to the use of the squad leader Squad Revive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;!sr&#039;&#039;&#039; - A plugin-provided chat command to initiate a surrender vote. Sometimes used sarcastically at the beginning of a match to indicate a lack of faith in one&#039;s own team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered. It rarely occurs and is rarely referred to as Stalingrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sticky&#039;&#039;&#039; - Also, &#039;to have been stickied,&#039; and &#039;to stick,&#039; this refers to the various sticky grenades used by riflemen and scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Tech&#039;&#039;&#039; - (Verb) The action of researching a higher tier upgrade, such as heavy tanks or nuclear missiles, before completing any other research in the match. As in: &amp;quot;the commander straight teched heavies before getting us armor or engines,&amp;quot;. No longer in current usage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun&#039;&#039;&#039; - (Verb) Being overheated due to a scouts Stun Sticky, usually used in the context of &amp;quot;That little faggot stunned me&amp;quot; or &amp;quot;Hit the Heavy tank, he&#039;s stunned!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the last resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SW&#039;&#039;&#039; - Southwest corner of map / Bottom-left corner of map&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Teams&#039;&#039;&#039; - Abbreviation of &amp;quot;The teams are imbalanced&amp;quot; or &amp;quot;Even the teams&amp;quot;. Ingame usage &amp;quot;Teams!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting. Walls are also used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area. HE or artillery is usually the reply to such a farm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;. Also an In-joke due the in-game voice clearly announcing &amp;quot;Our Turrents under attack&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map. Also used as a final resort when a team is pushed back to their final barracks. Very hard to break out of, since the other team usually has all refineries.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&#039;&#039;&#039;Unstuck&#039;&#039;&#039; - As in the command &amp;quot;emp_unstuck&amp;quot; used to remove your avatar if it is clipped into part of the map and can&#039;t move.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039; - West side of map / Left side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; - (Verb) To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.  As in &amp;quot;to wall the tank&amp;quot;, or &amp;quot;I got walled in, there was nothing I could do!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WallClimb&#039;&#039;&#039; - Using walls to gain height by utilizing their &amp;quot;growing&amp;quot; behavior as they are constructed.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workshop&amp;diff=10982</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workshop&amp;diff=10982"/>
		<updated>2024-05-03T08:47:30Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Added updated steps for using a preview image with a workshop item. The patch for these changes hasn&amp;#039;t been released yet, but since the previous instructions just didn&amp;#039;t work I think this is okay.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|:Workshop}}&lt;br /&gt;
&lt;br /&gt;
Warning, still in development!&lt;br /&gt;
&lt;br /&gt;
To add something to the workshop, do the following:&lt;br /&gt;
&lt;br /&gt;
# Create the folder workshopsrc in the empires folder. (.../steamapps/common/Empires/empires/workshopsrc/)&lt;br /&gt;
# Create a folder with the name of your workshop item in there. Example: emp_coast&lt;br /&gt;
# In that folder, create a vpk with your mod contents. (See https://developer.valvesoftware.com/wiki/Vpk for more information)&lt;br /&gt;
# Create a package.txt file in that folder. For an example of the contents, look below.&lt;br /&gt;
# Create a JPG image in the workshopsrc folder with the same name as your workshop item. Make sure the image has a 16:9 aspect ratio and is less than 1MB in size (emp_coast.jpg)&lt;br /&gt;
# Open Empires&lt;br /&gt;
# Open the console&lt;br /&gt;
# Type workshop_upload emp_coast  (replace emp_coast with the name of your workshop item)&lt;br /&gt;
# The workshop webpage should now open&lt;br /&gt;
# Subscribe to your own workshop item&lt;br /&gt;
# Test out the workshop item&lt;br /&gt;
# If everything works, set the visibility to public.&lt;br /&gt;
&lt;br /&gt;
== package.txt ==&lt;br /&gt;
This file controls how the workshop item should be treated.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Package&lt;br /&gt;
{&lt;br /&gt;
	Name	&amp;quot;emp_coast&amp;quot;&lt;br /&gt;
	Author	&amp;quot;Thexa4&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	Type	&amp;quot;Map&amp;quot;&lt;br /&gt;
	Image	&amp;quot;emp_coast.jpg&amp;quot;&lt;br /&gt;
	SearchPaths&lt;br /&gt;
	{&lt;br /&gt;
		game	emp_coast.vpk&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fields ===&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; The name of the workshop item&lt;br /&gt;
* &#039;&#039;&#039;Author&#039;&#039;&#039; Who made this workshop item originaly?&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; The type of workshop item. Should be one of the following:&lt;br /&gt;
** Map&lt;br /&gt;
** Scripts&lt;br /&gt;
** Models&lt;br /&gt;
** Textures&lt;br /&gt;
** Sounds&lt;br /&gt;
** Plugin&lt;br /&gt;
* &#039;&#039;&#039;Image&#039;&#039;&#039; The filename of the preview image&lt;br /&gt;
* &#039;&#039;&#039;GameOverride&#039;&#039;&#039; If set to 1, load the files in this item before normal game files. This only works if your workshop item is signed. For instructions on signing, see below.&lt;br /&gt;
* &#039;&#039;&#039;SearchPaths&#039;&#039;&#039; A set of searchpaths for files in the item. Normally:&lt;br /&gt;
** &amp;lt;pre&amp;gt;game	&amp;lt;name&amp;gt;.vpk&amp;lt;/pre&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Plugins&#039;&#039;&#039; The list of plugins to load (paths should be without the .dll ending.) Normally:&lt;br /&gt;
** &amp;lt;pre&amp;gt;game	&amp;lt;path&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Exec&#039;&#039;&#039; The list of commands to execute when loading the plugin. Normally:&lt;br /&gt;
** &amp;lt;pre&amp;gt;exec	&amp;quot;&amp;lt;script&amp;gt;.cfg&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Signing ==&lt;br /&gt;
If you want to override files that are shipped in the base game you need to get people to trust your key first. &lt;br /&gt;
&lt;br /&gt;
=== Key Generation ===&lt;br /&gt;
To generate a key and trust it do the following:&lt;br /&gt;
&lt;br /&gt;
* Start the game&lt;br /&gt;
* Execute workshop_upload_key_generate&lt;br /&gt;
* Copy the printed line&lt;br /&gt;
* Append the line to cfg/workshop_authorized.custom.txt (Replace cfg/workshop.key with a good description, like your forum handle)&lt;br /&gt;
* Make a secure backup of cfg/workshop.key. You will need to keep this key if you want to upload updates to your workshop item.&lt;br /&gt;
* &#039;&#039;&#039;Warning&#039;&#039;&#039;, this key must be kept secure. Don&#039;t send this file to other people.&lt;br /&gt;
* Start the game&lt;br /&gt;
* Upload a workshop item like you normally do.&lt;br /&gt;
&lt;br /&gt;
=== Trusting someones key ===&lt;br /&gt;
If you want to install a workshop item that changes base game files you need to add the key of the contributor to your authorized keys file:&lt;br /&gt;
&lt;br /&gt;
* Get the key of the person that uploaded the workshop item. It should look something like this:&lt;br /&gt;
** &amp;lt;pre&amp;gt;0cbd890cd86a7990ff7baad34a68caca7331bb7f5e222ffc43bd57aa795828e7 Thexa4.key&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Add that line to your cfg/workshop_authorized.custom.txt file&lt;br /&gt;
* Start the game&lt;br /&gt;
* Have fun :)&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
If you accidentally removed the generated id file for your item, create a text file named &amp;lt;name&amp;gt;.id.txt, and add the number that&#039;s at the end of the url of the page when you have your workshop item open in your browser. This will link it again.&lt;br /&gt;
&lt;br /&gt;
The game logs which workshop items are loaded in the console. If you scroll up you might see some error messages you can fix.&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.36.x&amp;diff=10933</id>
		<title>Version/2.36.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.36.x&amp;diff=10933"/>
		<updated>2024-01-24T20:01:03Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Create Known Issues section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.36.0 ==&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;
* Added angle snapping to commander building placement. This shares a key bind with multi-unit selection. (Default key is shift.)&lt;br /&gt;
* Added firing sounds to MG turrets.&lt;br /&gt;
&lt;br /&gt;
==== The vehicle health HUD has been improved: ====&lt;br /&gt;
* The health of each armor plate and hull are overlaid as a number. This feature can be disabled in the advanced options section.&lt;br /&gt;
* Each armor plate is no longer drawn as a sequence of overlapping lines. They&#039;re now drawn correctly as polygons.&lt;br /&gt;
* The corners of armor plates no longer have large gaps. Armor plates are drawn as trapezoids with a defined gap between them, resulting in the armor display looking more rectangular overall.&lt;br /&gt;
* Armor plates that are missing are now drawn as a grey outlined shape. This should help to communicate to players that there are plates that can be repaired.&lt;br /&gt;
* Armor plates (or hull) that are affected by biological DoT now display an icon.&lt;br /&gt;
* The following console variables have been added to customize the vehicle HUD:&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_show_numbers&#039;&#039;&#039;: Controls whether to display the amount of armor and hull health numerically in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_offset&#039;&#039;&#039;: How many pixels to offset the armor plates from the chassis in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_thickness&#039;&#039;&#039;: How many pixels thick to draw the armor plates in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_spacing&#039;&#039;&#039;: How many pixels thick the gap is between the armor plates in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_spacing_corner&#039;&#039;&#039;: How many pixels thick the gap is between the corners of the armor plates in the vehicle HUD.&lt;br /&gt;
&lt;br /&gt;
==== Added emp_logic_playercount_listener entity. ====&lt;br /&gt;
* This entity fires outputs when the player count changes. You can specify whether to search for Brenodi or Northern Faction players or both, and whether to check for just alive players or all players.&lt;br /&gt;
* More information is available on the [https://developer.valvesoftware.com/wiki/Emp_logic_playercount_listener Valve Developer Wiki].&lt;br /&gt;
* This release includes &amp;lt;code&amp;gt;emp_variable_playercount_template.vmf&amp;lt;/code&amp;gt;, an example map to show how you might use this feature to dynamically open and close map lanes as player count changes.&lt;br /&gt;
&lt;br /&gt;
==== Added outputs to emp_params on almost every game phase transition: ====&lt;br /&gt;
* OnPhaseBeginTactics&lt;br /&gt;
** Note: Since the tactics phase is not currently implemented, this fires at the same time as OnPhaseBeginGame&lt;br /&gt;
* OnPhaseBeginWait&lt;br /&gt;
* OnPhaseBeginGame&lt;br /&gt;
* OnPhaseBeginInfSuddenDeath&lt;br /&gt;
* OnPhaseBeginCVSuddenDeath&lt;br /&gt;
* OnGameEnd&lt;br /&gt;
* OnGameOutcomeNFWin&lt;br /&gt;
* OnGameOutcomeNFLose&lt;br /&gt;
* OnGameOutcomeBEWin&lt;br /&gt;
* OnGameOutcomeBELose&lt;br /&gt;
&lt;br /&gt;
==== Added the following inputs and outputs to all buildings: (Used by level designers.) ====&lt;br /&gt;
*Inputs&lt;br /&gt;
** SetHealth : &amp;quot;Sets the health of the building, clamped between 0 and the building&#039;s maximum health.&amp;quot;&lt;br /&gt;
** Destroy : &amp;quot;Set the health of the building to 0.&amp;quot;&lt;br /&gt;
** RecycleStart : &amp;quot;Begin the recycle process.&amp;quot;&lt;br /&gt;
** RecycleStartDuration : &amp;quot;Begin the recycle process, with the countdown set to the given number of seconds.&amp;quot;&lt;br /&gt;
** RecycleCancel : &amp;quot;Cancel the recycling process, returning the building to a functional state.&amp;quot;&lt;br /&gt;
** SabotageStart : &amp;quot;Mark this building as sabotaged. If the activtor is a player, give them points for it.&amp;quot;&lt;br /&gt;
** SabotageEnd : &amp;quot;Mark this building as no longer sabotaged.&amp;quot;&lt;br /&gt;
* Outputs&lt;br /&gt;
** OnBuilt : &amp;quot;Fired when this building is fully built.&amp;quot;&lt;br /&gt;
** OnNFBuilt : &amp;quot;Fired when this building is fully built by the Northern Faction.&amp;quot;&lt;br /&gt;
** OnImpBuilt : &amp;quot;Fired when this building is fully built by the Brenodi Empire.&amp;quot;&lt;br /&gt;
** OnKill : &amp;quot;Fired when this building is destroyed.&amp;quot;&lt;br /&gt;
** OnSpotted : &amp;quot;Fired when this building is spotted by an enemy using any method. The spotter is the activator.&amp;quot;&lt;br /&gt;
** OnSpottedBinoculars : &amp;quot;Fired when this building is spotted by an enemy using the binoculars. The spotter is the activator.&amp;quot;&lt;br /&gt;
** OnSabotageStart : &amp;quot;Fired when this building has become sabotaged. The saboteur is the activator.&amp;quot;&lt;br /&gt;
** OnSabotageEnd : &amp;quot;Fired when this building is repaired.&amp;quot;&lt;br /&gt;
** OnRecycleStart : &amp;quot;Fired when a commander has started the recycling process on this building.&amp;quot;&lt;br /&gt;
** OnRecycleCancel : &amp;quot;Fired when a commander has canceled the recycling process on this building.&amp;quot;&lt;br /&gt;
** OnRecycleComplete : &amp;quot;Fired when this building has been recycled.&amp;quot;&lt;br /&gt;
** There are also two additional outputs for the Radar, Engineer Radar, and Engineer Camera that fire whenever an entity is detected.&lt;br /&gt;
*** OnVehicleSpotted, OnVehicleFirstSpotted, OnPlayerSpotted, OnPlayerFirstSpotted&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Applied a potential fix for player muting via the scoreboard. When the server reaches enough players, player muting would stop working as intended.&lt;br /&gt;
* Fixed squad heal not removing Bio damage over time effect properly.&lt;br /&gt;
* Fixed an issue where squad recon would spot squad hidden players for longer than intended.&lt;br /&gt;
* Fixed various issues where the game&#039;s code would skip over the last player when processing through all players in a full server. Unknown what bugs this may have caused.&lt;br /&gt;
* Changed building smoke to always emit fire when the building is destroyed, instead of sometimes showing unbuilt/sabotage smoke.&lt;br /&gt;
* Neutral tank turning now rotates around the tank&#039;s local axis instead of world space. This was causing strange behaviour when driving up/down slopes.&lt;br /&gt;
** Neutral turn is no longer unconstrained in applying angular velocity. Prior to this version, angular velocity was set directly; instead of being applied as an angular force impacting the angular velocity. This will mean that tanks are no longer able to rotate beyond the capability of the force being applied.&lt;br /&gt;
* Fixed the emp_infantry_restrict team filters being inverted.&lt;br /&gt;
* 3x Crashes have been fixed.&lt;br /&gt;
* Fixed some minor issues in the vehicle HUD. For example, no longer displaying the armor detection overlay for your own vehicle or dead vehicles.&lt;br /&gt;
* Map info script parsing system has been refactored. &lt;br /&gt;
** All parameters present in the map info file have sensible defaults, allowing a map to be played even if there is no map info file or the client fails to download it.&lt;br /&gt;
** Line breaks can be placed in the objective and description panels using the &amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; escape sequence.&lt;br /&gt;
** Map info can be reloaded client-side using the mapinfo_flushscript command, though this currently requires the map to be reloaded for the changes to take effect.&lt;br /&gt;
* Fixed commander vote count not resetting between rounds.&lt;br /&gt;
** There are still some client-side vote count issues to resolve but these will be addressed in a future version as it requires large changes to rewrite the client-side vote count system.&lt;br /&gt;
* Fixed a bug where spotting a building with regular spotting would override the longer spotting provided by binoculars.&lt;br /&gt;
* The emp_info_params entity inputs SetNFResources and SetBEResources now function correctly. Previously, they would double the current resource value and then subtract the desired value.&lt;br /&gt;
* The vehicle weapon HUD now displays properly when using a vehicle equipped with weapons that are not researched. Previously, unresearched weapons would not show up in the HUD. This was only an issue for maps that spawned in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Added prop_sphere to the FGD and updated code to allow a radius to be set.&lt;br /&gt;
* Added various team colored developer textures for use when designing maps. (&#039;&#039;&#039;materials/dev&#039;&#039;&#039; directory)&lt;br /&gt;
* Added the startResearched research script variable. Researches that have startResearched = 1 will already be researched when the game starts (if this is the correct team).&lt;br /&gt;
** This allows specific maps to use the emp_sv_unresearch_item command to set the starting chassis as restricted (Jeep/APC/Light tank/AFV).&lt;br /&gt;
** If there are no chassis available the vehicle menu will not open when players attempt to open it.&lt;br /&gt;
* Changed all turret/camera/radar models to use metal surface property instead of default.&lt;br /&gt;
* Lobby server auto-connect has been disabled by default. Auto-connect to lobby can be re-enabled by adding -lobby to the launch options within Steam.&lt;br /&gt;
&lt;br /&gt;
==== Changes to team joining functionality ====&lt;br /&gt;
&lt;br /&gt;
* The code that decides whether a player can join a team has been reworked&lt;br /&gt;
** The skill based auto-balance system which decided how players are put into teams has been disabled.&lt;br /&gt;
*** Removed convars &#039;mp_autoteambalance&#039;, &#039;mp_autoteambalance_smart&#039;, and &#039;mp_autoteambalance_skilldifference&#039; as these were used by this system.&lt;br /&gt;
** Auto-assign has been reverted to a random selection of the available teams.&lt;br /&gt;
* Added the emp_sv_forceteam convar, which will force all players to join either BE or NF if enabled.&lt;br /&gt;
* Completely rewrote the &#039;jointeam&#039; console command code.&lt;br /&gt;
** Jointeam respects emp_sv_forceteam, emp_sv_forceautoassign, emp_sv_forcespec, and emp_allowspectators.&lt;br /&gt;
* Added convar &#039;mp_teams_unbalance_limit&#039;&lt;br /&gt;
** This controls the maximum numbers advantage a team can have before players are no longer allowed to join.&lt;br /&gt;
** The default value is 1, which allows each team to have one extra player.&lt;br /&gt;
** Setting this convar to 0 disables the limit.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Changes to stamina usage when jumping ====&lt;br /&gt;
Jumping stamina usage has been tweaked so that the stamina requirement to jump is 50% of the actual stamina deduction.  Additionally, stamina upgrade now reduces the amount of stamina deducted per jump by 1/4 instead of 1/3.&lt;br /&gt;
* This means a jump spends 20 stamina (roughly displayed as 3 bars), but you can still jump so long as you have 10 stamina (roughly displayed as 1.5 bars) left. With stamina upgrade, each jump will spend 15 stamina instead of 13.3.&lt;br /&gt;
* This change was made to make navigating the map less frustrating when out of combat. This should be less punishing when you have completely depleted your stamina, but still enforce the usual restrictions to combining sprinting and jumping while in combat. The values were tweaked to ensure that even with stamina upgrade, you cannot bunny hop when you&#039;re out of stamina.&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Chassis ====&lt;br /&gt;
&lt;br /&gt;
* Brenodi Empire Heavy Tank&lt;br /&gt;
** Increased Max Weight from 470 to 490&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Reduced Lock On Radius from 0.42 to 0.2&lt;br /&gt;
*** It should make it easier to pick which target you&#039;re locking, but it also means you have to track it more accurately&lt;br /&gt;
** Increased Lock On Time from 0.3 to 0.5 seconds&lt;br /&gt;
** Increased Lock On Range Modifier from 0.2s/1000u to 0.3/1000u (a wall is 256 units)&lt;br /&gt;
** Reduced Turning Ability from 3.15 to 3.0&lt;br /&gt;
** Increased Cost from 100 to 150&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Increase Cost from 200 to 300&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Player Bio Damage from 3 to 8&lt;br /&gt;
* High-Explosive Cannon&lt;br /&gt;
** Increased Cost from 70 to 90&lt;br /&gt;
** Reduced Damage from 75 to 70&lt;br /&gt;
* Upgraded Missile Launcher&lt;br /&gt;
** Increased Cost from 70 to 80&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Weight from 80 to 120&lt;br /&gt;
** Increased Cost from 100 to 180&lt;br /&gt;
** Increased Cycle Time from 2.25 to 2.5&lt;br /&gt;
** Increased Heat from 15 to 20&lt;br /&gt;
** Vehicle Biological Effect Properties&lt;br /&gt;
*** Damage: 10&lt;br /&gt;
*** Duration: 10&lt;br /&gt;
*** Interval: 0.5&lt;br /&gt;
*** Total Damage: 200&lt;br /&gt;
** Infantry Biological Effect Properties&lt;br /&gt;
*** Damage: 5&lt;br /&gt;
*** Duration 10&lt;br /&gt;
*** Interval: 0.5&lt;br /&gt;
*** Total Damage: 100&lt;br /&gt;
* Plasma Cannon&lt;br /&gt;
** Increased Cost from 110 to 140&lt;br /&gt;
** Increased Weight from 80 to 90&lt;br /&gt;
** Increased Heat to Target from 10 to 12&lt;br /&gt;
* Railgun&lt;br /&gt;
** Increased Cost from 120 to 150&lt;br /&gt;
** Increased Weight from 80 to 90&lt;br /&gt;
** Increased Damage from 120 to 130&lt;br /&gt;
* Depleted Uranium Machine Gun&lt;br /&gt;
** Reduced Cost from 60 to 50&lt;br /&gt;
* High-Explosive Machine Gun&lt;br /&gt;
** Reduced Cost from 70 to 60&lt;br /&gt;
* Plasma Heavy Machine Gun&lt;br /&gt;
** Increased Cost from 110 to 120&lt;br /&gt;
** Increased Weight from 55 to 60&lt;br /&gt;
* Biological Machine Gun&lt;br /&gt;
** Increased Player Bio Duration from 1 to 4&lt;br /&gt;
** Increased Vehicle Bio Duration from 1 to 2&lt;br /&gt;
* Standard Machine Gun&lt;br /&gt;
** Reduced Cost from 40 to 30&lt;br /&gt;
* Chain Gun&lt;br /&gt;
** Reduced Cost from 60 to 45&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
** Reduced Cost from 50 to 40&lt;br /&gt;
* High-Explosive Grenade Launcher&lt;br /&gt;
** Increased Cost from 60 to 75&lt;br /&gt;
* Small Artillery Cannon&lt;br /&gt;
** Increased Cost from 70 to 90&lt;br /&gt;
* Medium Artillery Cannon&lt;br /&gt;
** Increased Cost from 80 to 110&lt;br /&gt;
* High Explosive Artillery&lt;br /&gt;
** Increased Cost from 120 to 160&lt;br /&gt;
* Ranged Artillery Cannon&lt;br /&gt;
** Increased Cost from 130 to 170&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Increased Damage from 40 to 60&lt;br /&gt;
** Increased Vehicle Bio Damage from 5 to 10&lt;br /&gt;
** Increased Vehicle Bio Duration from 4 to 5&lt;br /&gt;
** Increased Infantry Bio Duration from 4 to 6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Reduced Speed to Damage modifier from -0.000112 to -0.00005&lt;br /&gt;
** Increased Health from 70 to 75&lt;br /&gt;
* Composite&lt;br /&gt;
** Reduced Speed to Damage modifier from -0.00005 to -0.000025&lt;br /&gt;
* Reactive&lt;br /&gt;
** Increased Health from 100 to 120&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
&lt;br /&gt;
* Rifleman&lt;br /&gt;
** Fixed BE&#039;s Assault Rifle starting ammo&lt;br /&gt;
&lt;br /&gt;
==== Wages ====&lt;br /&gt;
&lt;br /&gt;
* Defuse&lt;br /&gt;
** Decreased from 5 to 3&lt;br /&gt;
* Capturing a flag&lt;br /&gt;
** Increased from 0 to 3&lt;br /&gt;
* Destroying an enemy vehicle&lt;br /&gt;
** Increased from 5 to 10&lt;br /&gt;
&lt;br /&gt;
==== Structures ====&lt;br /&gt;
&lt;br /&gt;
* NF/BE Walls&lt;br /&gt;
** Increased Cost from 10 to 15&lt;br /&gt;
* Barracks&lt;br /&gt;
** Increased Cost from 200 to 300&lt;br /&gt;
* Vehicle Factory&lt;br /&gt;
** Increased Cost from 500 to 600&lt;br /&gt;
&lt;br /&gt;
=== Known Issues ===&lt;br /&gt;
&lt;br /&gt;
* Turret sounds do not play on clients who are too far away from a firing turret, even if they approach the turret as it is firing.&lt;br /&gt;
* In some circumstances, the button to join a team will be selectable when you cannot actually join that team.&lt;br /&gt;
** If mp_teams_unbalance_limit is set to 1, you are on team A, and team B has the same number of players as team A, then the button to join team B will be active, even though you are correctly not allowed to join.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.36.x&amp;diff=10932</id>
		<title>Version/2.36.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.36.x&amp;diff=10932"/>
		<updated>2024-01-24T19:57:41Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.36.0 ==&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;
* Added angle snapping to commander building placement. This shares a key bind with multi-unit selection. (Default key is shift.)&lt;br /&gt;
* Added firing sounds to MG turrets.&lt;br /&gt;
&lt;br /&gt;
==== The vehicle health HUD has been improved: ====&lt;br /&gt;
* The health of each armor plate and hull are overlaid as a number. This feature can be disabled in the advanced options section.&lt;br /&gt;
* Each armor plate is no longer drawn as a sequence of overlapping lines. They&#039;re now drawn correctly as polygons.&lt;br /&gt;
* The corners of armor plates no longer have large gaps. Armor plates are drawn as trapezoids with a defined gap between them, resulting in the armor display looking more rectangular overall.&lt;br /&gt;
* Armor plates that are missing are now drawn as a grey outlined shape. This should help to communicate to players that there are plates that can be repaired.&lt;br /&gt;
* Armor plates (or hull) that are affected by biological DoT now display an icon.&lt;br /&gt;
* The following console variables have been added to customize the vehicle HUD:&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_show_numbers&#039;&#039;&#039;: Controls whether to display the amount of armor and hull health numerically in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_offset&#039;&#039;&#039;: How many pixels to offset the armor plates from the chassis in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_thickness&#039;&#039;&#039;: How many pixels thick to draw the armor plates in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_spacing&#039;&#039;&#039;: How many pixels thick the gap is between the armor plates in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_spacing_corner&#039;&#039;&#039;: How many pixels thick the gap is between the corners of the armor plates in the vehicle HUD.&lt;br /&gt;
&lt;br /&gt;
==== Added emp_logic_playercount_listener entity. ====&lt;br /&gt;
* This entity fires outputs when the player count changes. You can specify whether to search for Brenodi or Northern Faction players or both, and whether to check for just alive players or all players.&lt;br /&gt;
* More information is available on the [https://developer.valvesoftware.com/wiki/Emp_logic_playercount_listener Valve Developer Wiki].&lt;br /&gt;
* This release includes &amp;lt;code&amp;gt;emp_variable_playercount_template.vmf&amp;lt;/code&amp;gt;, an example map to show how you might use this feature to dynamically open and close map lanes as player count changes.&lt;br /&gt;
&lt;br /&gt;
==== Added outputs to emp_params on almost every game phase transition: ====&lt;br /&gt;
* OnPhaseBeginTactics&lt;br /&gt;
** Note: Since the tactics phase is not currently implemented, this fires at the same time as OnPhaseBeginGame&lt;br /&gt;
* OnPhaseBeginWait&lt;br /&gt;
* OnPhaseBeginGame&lt;br /&gt;
* OnPhaseBeginInfSuddenDeath&lt;br /&gt;
* OnPhaseBeginCVSuddenDeath&lt;br /&gt;
* OnGameEnd&lt;br /&gt;
* OnGameOutcomeNFWin&lt;br /&gt;
* OnGameOutcomeNFLose&lt;br /&gt;
* OnGameOutcomeBEWin&lt;br /&gt;
* OnGameOutcomeBELose&lt;br /&gt;
&lt;br /&gt;
==== Added the following inputs and outputs to all buildings: (Used by level designers.) ====&lt;br /&gt;
*Inputs&lt;br /&gt;
** SetHealth : &amp;quot;Sets the health of the building, clamped between 0 and the building&#039;s maximum health.&amp;quot;&lt;br /&gt;
** Destroy : &amp;quot;Set the health of the building to 0.&amp;quot;&lt;br /&gt;
** RecycleStart : &amp;quot;Begin the recycle process.&amp;quot;&lt;br /&gt;
** RecycleStartDuration : &amp;quot;Begin the recycle process, with the countdown set to the given number of seconds.&amp;quot;&lt;br /&gt;
** RecycleCancel : &amp;quot;Cancel the recycling process, returning the building to a functional state.&amp;quot;&lt;br /&gt;
** SabotageStart : &amp;quot;Mark this building as sabotaged. If the activtor is a player, give them points for it.&amp;quot;&lt;br /&gt;
** SabotageEnd : &amp;quot;Mark this building as no longer sabotaged.&amp;quot;&lt;br /&gt;
* Outputs&lt;br /&gt;
** OnBuilt : &amp;quot;Fired when this building is fully built.&amp;quot;&lt;br /&gt;
** OnNFBuilt : &amp;quot;Fired when this building is fully built by the Northern Faction.&amp;quot;&lt;br /&gt;
** OnImpBuilt : &amp;quot;Fired when this building is fully built by the Brenodi Empire.&amp;quot;&lt;br /&gt;
** OnKill : &amp;quot;Fired when this building is destroyed.&amp;quot;&lt;br /&gt;
** OnSpotted : &amp;quot;Fired when this building is spotted by an enemy using any method. The spotter is the activator.&amp;quot;&lt;br /&gt;
** OnSpottedBinoculars : &amp;quot;Fired when this building is spotted by an enemy using the binoculars. The spotter is the activator.&amp;quot;&lt;br /&gt;
** OnSabotageStart : &amp;quot;Fired when this building has become sabotaged. The saboteur is the activator.&amp;quot;&lt;br /&gt;
** OnSabotageEnd : &amp;quot;Fired when this building is repaired.&amp;quot;&lt;br /&gt;
** OnRecycleStart : &amp;quot;Fired when a commander has started the recycling process on this building.&amp;quot;&lt;br /&gt;
** OnRecycleCancel : &amp;quot;Fired when a commander has canceled the recycling process on this building.&amp;quot;&lt;br /&gt;
** OnRecycleComplete : &amp;quot;Fired when this building has been recycled.&amp;quot;&lt;br /&gt;
** There are also two additional outputs for the Radar, Engineer Radar, and Engineer Camera that fire whenever an entity is detected.&lt;br /&gt;
*** OnVehicleSpotted, OnVehicleFirstSpotted, OnPlayerSpotted, OnPlayerFirstSpotted&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Applied a potential fix for player muting via the scoreboard. When the server reaches enough players, player muting would stop working as intended.&lt;br /&gt;
* Fixed squad heal not removing Bio damage over time effect properly.&lt;br /&gt;
* Fixed an issue where squad recon would spot squad hidden players for longer than intended.&lt;br /&gt;
* Fixed various issues where the game&#039;s code would skip over the last player when processing through all players in a full server. Unknown what bugs this may have caused.&lt;br /&gt;
* Changed building smoke to always emit fire when the building is destroyed, instead of sometimes showing unbuilt/sabotage smoke.&lt;br /&gt;
* Neutral tank turning now rotates around the tank&#039;s local axis instead of world space. This was causing strange behaviour when driving up/down slopes.&lt;br /&gt;
** Neutral turn is no longer unconstrained in applying angular velocity. Prior to this version, angular velocity was set directly; instead of being applied as an angular force impacting the angular velocity. This will mean that tanks are no longer able to rotate beyond the capability of the force being applied.&lt;br /&gt;
* Fixed the emp_infantry_restrict team filters being inverted.&lt;br /&gt;
* 3x Crashes have been fixed.&lt;br /&gt;
* Fixed some minor issues in the vehicle HUD. For example, no longer displaying the armor detection overlay for your own vehicle or dead vehicles.&lt;br /&gt;
* Map info script parsing system has been refactored. &lt;br /&gt;
** All parameters present in the map info file have sensible defaults, allowing a map to be played even if there is no map info file or the client fails to download it.&lt;br /&gt;
** Line breaks can be placed in the objective and description panels using the &amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; escape sequence.&lt;br /&gt;
** Map info can be reloaded client-side using the mapinfo_flushscript command, though this currently requires the map to be reloaded for the changes to take effect.&lt;br /&gt;
* Fixed commander vote count not resetting between rounds.&lt;br /&gt;
** There are still some client-side vote count issues to resolve but these will be addressed in a future version as it requires large changes to rewrite the client-side vote count system.&lt;br /&gt;
* Fixed a bug where spotting a building with regular spotting would override the longer spotting provided by binoculars.&lt;br /&gt;
* The emp_info_params entity inputs SetNFResources and SetBEResources now function correctly. Previously, they would double the current resource value and then subtract the desired value.&lt;br /&gt;
* The vehicle weapon HUD now displays properly when using a vehicle equipped with weapons that are not researched. Previously, unresearched weapons would not show up in the HUD. This was only an issue for maps that spawned in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Added prop_sphere to the FGD and updated code to allow a radius to be set.&lt;br /&gt;
* Added various team colored developer textures for use when designing maps. (&#039;&#039;&#039;materials/dev&#039;&#039;&#039; directory)&lt;br /&gt;
* Added the startResearched research script variable. Researches that have startResearched = 1 will already be researched when the game starts (if this is the correct team).&lt;br /&gt;
** This allows specific maps to use the emp_sv_unresearch_item command to set the starting chassis as restricted (Jeep/APC/Light tank/AFV).&lt;br /&gt;
** If there are no chassis available the vehicle menu will not open when players attempt to open it.&lt;br /&gt;
* Changed all turret/camera/radar models to use metal surface property instead of default.&lt;br /&gt;
* Lobby server auto-connect has been disabled by default. Auto-connect to lobby can be re-enabled by adding -lobby to the launch options within Steam.&lt;br /&gt;
&lt;br /&gt;
==== Changes to team joining functionality ====&lt;br /&gt;
&lt;br /&gt;
* The code that decides whether a player can join a team has been reworked&lt;br /&gt;
** The skill based auto-balance system which decided how players are put into teams has been disabled.&lt;br /&gt;
*** Removed convars &#039;mp_autoteambalance&#039;, &#039;mp_autoteambalance_smart&#039;, and &#039;mp_autoteambalance_skilldifference&#039; as these were used by this system.&lt;br /&gt;
** Auto-assign has been reverted to a random selection of the available teams.&lt;br /&gt;
* Added the emp_sv_forceteam convar, which will force all players to join either BE or NF if enabled.&lt;br /&gt;
* Completely rewrote the &#039;jointeam&#039; console command code.&lt;br /&gt;
** Jointeam respects emp_sv_forceteam, emp_sv_forceautoassign, emp_sv_forcespec, and emp_allowspectators.&lt;br /&gt;
* Added convar &#039;mp_teams_unbalance_limit&#039;&lt;br /&gt;
** This controls the maximum numbers advantage a team can have before players are no longer allowed to join.&lt;br /&gt;
** The default value is 1, which allows each team to have one extra player.&lt;br /&gt;
** Setting this convar to 0 disables the limit.&lt;br /&gt;
* Known issues:&lt;br /&gt;
** If mp_teams_unbalance_limit is set to 1, you are on team A, and team B has the same number of players as team A, then the button to join team b will be active, even though you are correctly not allowed to join.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Changes to stamina usage when jumping ====&lt;br /&gt;
Jumping stamina usage has been tweaked so that the stamina requirement to jump is 50% of the actual stamina deduction.  Additionally, stamina upgrade now reduces the amount of stamina deducted per jump by 1/4 instead of 1/3.&lt;br /&gt;
* This means a jump spends 20 stamina (roughly displayed as 3 bars), but you can still jump so long as you have 10 stamina (roughly displayed as 1.5 bars) left. With stamina upgrade, each jump will spend 15 stamina instead of 13.3.&lt;br /&gt;
* This change was made to make navigating the map less frustrating when out of combat. This should be less punishing when you have completely depleted your stamina, but still enforce the usual restrictions to combining sprinting and jumping while in combat. The values were tweaked to ensure that even with stamina upgrade, you cannot bunny hop when you&#039;re out of stamina.&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Chassis ====&lt;br /&gt;
&lt;br /&gt;
* Brenodi Empire Heavy Tank&lt;br /&gt;
** Increased Max Weight from 470 to 490&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Weapons ====&lt;br /&gt;
&lt;br /&gt;
* Homing Missile Launcher&lt;br /&gt;
** Reduced Lock On Radius from 0.42 to 0.2&lt;br /&gt;
*** It should make it easier to pick which target you&#039;re locking, but it also means you have to track it more accurately&lt;br /&gt;
** Increased Lock On Time from 0.3 to 0.5 seconds&lt;br /&gt;
** Increased Lock On Range Modifier from 0.2s/1000u to 0.3/1000u (a wall is 256 units)&lt;br /&gt;
** Reduced Turning Ability from 3.15 to 3.0&lt;br /&gt;
** Increased Cost from 100 to 150&lt;br /&gt;
* Nuclear Missile Launcher&lt;br /&gt;
** Increase Cost from 200 to 300&lt;br /&gt;
* Biological Missile Launcher&lt;br /&gt;
** Increased Player Bio Damage from 3 to 8&lt;br /&gt;
* High-Explosive Cannon&lt;br /&gt;
** Increased Cost from 70 to 90&lt;br /&gt;
** Reduced Damage from 75 to 70&lt;br /&gt;
* Upgraded Missile Launcher&lt;br /&gt;
** Increased Cost from 70 to 80&lt;br /&gt;
* Biological Cannon&lt;br /&gt;
** Increased Weight from 80 to 120&lt;br /&gt;
** Increased Cost from 100 to 180&lt;br /&gt;
** Increased Cycle Time from 2.25 to 2.5&lt;br /&gt;
** Increased Heat from 15 to 20&lt;br /&gt;
** Vehicle Biological Effect Properties&lt;br /&gt;
*** Damage: 10&lt;br /&gt;
*** Duration: 10&lt;br /&gt;
*** Interval: 0.5&lt;br /&gt;
*** Total Damage: 200&lt;br /&gt;
** Infantry Biological Effect Properties&lt;br /&gt;
*** Damage: 5&lt;br /&gt;
*** Duration 10&lt;br /&gt;
*** Interval: 0.5&lt;br /&gt;
*** Total Damage: 100&lt;br /&gt;
* Plasma Cannon&lt;br /&gt;
** Increased Cost from 110 to 140&lt;br /&gt;
** Increased Weight from 80 to 90&lt;br /&gt;
** Increased Heat to Target from 10 to 12&lt;br /&gt;
* Railgun&lt;br /&gt;
** Increased Cost from 120 to 150&lt;br /&gt;
** Increased Weight from 80 to 90&lt;br /&gt;
** Increased Damage from 120 to 130&lt;br /&gt;
* Depleted Uranium Machine Gun&lt;br /&gt;
** Reduced Cost from 60 to 50&lt;br /&gt;
* High-Explosive Machine Gun&lt;br /&gt;
** Reduced Cost from 70 to 60&lt;br /&gt;
* Plasma Heavy Machine Gun&lt;br /&gt;
** Increased Cost from 110 to 120&lt;br /&gt;
** Increased Weight from 55 to 60&lt;br /&gt;
* Biological Machine Gun&lt;br /&gt;
** Increased Player Bio Duration from 1 to 4&lt;br /&gt;
** Increased Vehicle Bio Duration from 1 to 2&lt;br /&gt;
* Standard Machine Gun&lt;br /&gt;
** Reduced Cost from 40 to 30&lt;br /&gt;
* Chain Gun&lt;br /&gt;
** Reduced Cost from 60 to 45&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
** Reduced Cost from 50 to 40&lt;br /&gt;
* High-Explosive Grenade Launcher&lt;br /&gt;
** Increased Cost from 60 to 75&lt;br /&gt;
* Small Artillery Cannon&lt;br /&gt;
** Increased Cost from 70 to 90&lt;br /&gt;
* Medium Artillery Cannon&lt;br /&gt;
** Increased Cost from 80 to 110&lt;br /&gt;
* High Explosive Artillery&lt;br /&gt;
** Increased Cost from 120 to 160&lt;br /&gt;
* Ranged Artillery Cannon&lt;br /&gt;
** Increased Cost from 130 to 170&lt;br /&gt;
* Biological Grenade Launcher&lt;br /&gt;
** Increased Damage from 40 to 60&lt;br /&gt;
** Increased Vehicle Bio Damage from 5 to 10&lt;br /&gt;
** Increased Vehicle Bio Duration from 4 to 5&lt;br /&gt;
** Increased Infantry Bio Duration from 4 to 6&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Armors ====&lt;br /&gt;
&lt;br /&gt;
* Absorbant&lt;br /&gt;
** Reduced Speed to Damage modifier from -0.000112 to -0.00005&lt;br /&gt;
** Increased Health from 70 to 75&lt;br /&gt;
* Composite&lt;br /&gt;
** Reduced Speed to Damage modifier from -0.00005 to -0.000025&lt;br /&gt;
* Reactive&lt;br /&gt;
** Increased Health from 100 to 120&lt;br /&gt;
&lt;br /&gt;
==== Infantry Weapons ====&lt;br /&gt;
&lt;br /&gt;
* Rifleman&lt;br /&gt;
** Fixed BE&#039;s Assault Rifle starting ammo&lt;br /&gt;
&lt;br /&gt;
==== Wages ====&lt;br /&gt;
&lt;br /&gt;
* Defuse&lt;br /&gt;
** Decreased from 5 to 3&lt;br /&gt;
* Capturing a flag&lt;br /&gt;
** Increased from 0 to 3&lt;br /&gt;
* Destroying an enemy vehicle&lt;br /&gt;
** Increased from 5 to 10&lt;br /&gt;
&lt;br /&gt;
==== Structures ====&lt;br /&gt;
&lt;br /&gt;
* NF/BE Walls&lt;br /&gt;
** Increased Cost from 10 to 15&lt;br /&gt;
* Barracks&lt;br /&gt;
** Increased Cost from 200 to 300&lt;br /&gt;
* Vehicle Factory&lt;br /&gt;
** Increased Cost from 500 to 600&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.36.x&amp;diff=10927</id>
		<title>Version/2.36.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.36.x&amp;diff=10927"/>
		<updated>2024-01-20T05:26:49Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: /* The vehicle health HUD has been improved: */ Minor wording improvements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SitenavNested|:Change_Log|Patch notes}}&lt;br /&gt;
== 2.36.0 ==&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;
* Added angle snapping to commander building placement. This shares a key bind with multi-unit selection. (Default key is shift.)&lt;br /&gt;
* Added firing sounds to MG turrets.&lt;br /&gt;
&lt;br /&gt;
==== The vehicle health HUD has been improved: ====&lt;br /&gt;
* The health of each armor plate and hull are overlaid as a number. This feature can be disabled in the advanced options section.&lt;br /&gt;
* Each armor plate is no longer drawn as a sequence of overlapping lines. They&#039;re now drawn correctly as polygons.&lt;br /&gt;
* The corners of armor plates no longer have large gaps. Armor plates are drawn as trapezoids with a defined gap between them, resulting in the armor display looking more rectangular overall.&lt;br /&gt;
* Armor plates that are missing are now drawn as a grey outlined shape. This should help to communicate to players that there are plates that can be repaired.&lt;br /&gt;
* Armor plates (or hull) that are affected by biological DoT now display an icon.&lt;br /&gt;
* The following console variables have been added to customize the vehicle HUD:&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_show_numbers&#039;&#039;&#039;: Controls whether to display the amount of armor and hull health numerically in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_offset&#039;&#039;&#039;: How many pixels to offset the armor plates from the chassis in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_thickness&#039;&#039;&#039;: How many pixels thick to draw the armor plates in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_spacing&#039;&#039;&#039;: How many pixels thick the gap is between the armor plates in the vehicle HUD.&lt;br /&gt;
** &#039;&#039;&#039;emp_cl_vehiclehealth_armor_spacing_corner&#039;&#039;&#039;: How many pixels thick the gap is between the corners of the armor plates in the vehicle HUD.&lt;br /&gt;
&lt;br /&gt;
==== Added emp_logic_playercount_listener entity. ====&lt;br /&gt;
* This entity fires outputs when the player count changes. You can specify whether to search for Brenodi or Northern Faction players or both, and whether to check for just alive players or all players.&lt;br /&gt;
* This release includes &amp;lt;code&amp;gt;emp_variable_playercount_template.vmf&amp;lt;/code&amp;gt;, an example map to show how you might use this feature to dynamically open and close map lanes as player count changes.&lt;br /&gt;
&lt;br /&gt;
==== Added outputs to emp_params on almost every game phase transition: ====&lt;br /&gt;
* OnPhaseBeginTactics&lt;br /&gt;
** Note: Since the tactics phase is not currently implemented, this fires at the same time as OnPhaseBeginGame&lt;br /&gt;
* OnPhaseBeginWait&lt;br /&gt;
* OnPhaseBeginGame&lt;br /&gt;
* OnPhaseBeginInfSuddenDeath&lt;br /&gt;
* OnPhaseBeginCVSuddenDeath&lt;br /&gt;
* OnGameEnd&lt;br /&gt;
* OnGameOutcomeNFWin&lt;br /&gt;
* OnGameOutcomeNFLose&lt;br /&gt;
* OnGameOutcomeBEWin&lt;br /&gt;
* OnGameOutcomeBELose&lt;br /&gt;
&lt;br /&gt;
==== Added the following inputs and outputs to all buildings: (Used by level designers.) ====&lt;br /&gt;
*Inputs&lt;br /&gt;
** SetHealth : &amp;quot;Sets the health of the building, clamped between 0 and the building&#039;s maximum health.&amp;quot;&lt;br /&gt;
** Destroy : &amp;quot;Set the health of the building to 0.&amp;quot;&lt;br /&gt;
** RecycleStart : &amp;quot;Begin the recycle process.&amp;quot;&lt;br /&gt;
** RecycleStartDuration : &amp;quot;Begin the recycle process, with the countdown set to the given number of seconds.&amp;quot;&lt;br /&gt;
** RecycleCancel : &amp;quot;Cancel the recycling process, returning the building to a functional state.&amp;quot;&lt;br /&gt;
** SabotageStart : &amp;quot;Mark this building as sabotaged. If the activtor is a player, give them points for it.&amp;quot;&lt;br /&gt;
** SabotageEnd : &amp;quot;Mark this building as no longer sabotaged.&amp;quot;&lt;br /&gt;
* Outputs&lt;br /&gt;
** OnBuilt : &amp;quot;Fired when this building is fully built.&amp;quot;&lt;br /&gt;
** OnNFBuilt : &amp;quot;Fired when this building is fully built by the Northern Faction.&amp;quot;&lt;br /&gt;
** OnImpBuilt : &amp;quot;Fired when this building is fully built by the Brenodi Empire.&amp;quot;&lt;br /&gt;
** OnKill : &amp;quot;Fired when this building is destroyed.&amp;quot;&lt;br /&gt;
** OnSpotted : &amp;quot;Fired when this building is spotted by an enemy using any method. The spotter is the activator.&amp;quot;&lt;br /&gt;
** OnSpottedBinoculars : &amp;quot;Fired when this building is spotted by an enemy using the binoculars. The spotter is the activator.&amp;quot;&lt;br /&gt;
** OnSabotageStart : &amp;quot;Fired when this building has become sabotaged. The saboteur is the activator.&amp;quot;&lt;br /&gt;
** OnSabotageEnd : &amp;quot;Fired when this building is repaired.&amp;quot;&lt;br /&gt;
** OnRecycleStart : &amp;quot;Fired when a commander has started the recycling process on this building.&amp;quot;&lt;br /&gt;
** OnRecycleCancel : &amp;quot;Fired when a commander has canceled the recycling process on this building.&amp;quot;&lt;br /&gt;
** OnRecycleComplete : &amp;quot;Fired when this building has been recycled.&amp;quot;&lt;br /&gt;
** There are also two additional outputs for the Radar, Engineer Radar, and Engineer Camera that fire whenever an entity is detected.&lt;br /&gt;
*** OnVehicleSpotted, OnVehicleFirstSpotted, OnPlayerSpotted, OnPlayerFirstSpotted&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Applied a potential fix for player muting via the scoreboard. When the server reaches enough players, player muting would stop working as intended.&lt;br /&gt;
* Fixed squad heal not removing Bio damage over time effect properly.&lt;br /&gt;
* Fixed an issue where squad recon would spot squad hidden players for longer than intended.&lt;br /&gt;
* Fixed various issues where the game&#039;s code would skip over the last player when processing through all players in a full server. Unknown what bugs this may have caused.&lt;br /&gt;
* Changed building smoke to always emit fire when the building is destroyed, instead of sometimes showing unbuilt/sabotage smoke.&lt;br /&gt;
* Neutral tank turning now rotates around the tank&#039;s local axis instead of world space. This was causing strange behaviour when driving up/down slopes.&lt;br /&gt;
** Neutral turn is no longer unconstrained in applying angular velocity. Prior to this version, angular velocity was set directly; instead of being applied as an angular force impacting the angular velocity. This will mean that tanks are no longer able to rotate beyond the capability of the force being applied.&lt;br /&gt;
* Fixed minor issues with vehicle detection overlays. (Don&#039;t show for your own vehicle and for vehicle corpses.)&lt;br /&gt;
* Fixed the emp_infantry_restrict team filters being inverted.&lt;br /&gt;
* 3x Crashes have been fixed.&lt;br /&gt;
* Fixed some minor issues in the vehicle HUD. For example, no longer displaying the armor detection overlay for your own vehicle or dead vehicles.&lt;br /&gt;
* Map info script parsing system has been refactored. &lt;br /&gt;
** All parameters present in the map info file have sensible defaults, allowing a map to be played even if there is no map info file or the client fails to download it.&lt;br /&gt;
** Line breaks can be placed in the objective and description panels using the &amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; escape sequence.&lt;br /&gt;
** Map info can be reloaded client-side using the mapinfo_flushscript command, though this currently requires the map to be reloaded for the changes to take effect.&lt;br /&gt;
* Fixed commander vote count not resetting between rounds.&lt;br /&gt;
** There are still some client-side vote count issues to resolve but these will be addressed in a future version as it requires large changes to rewrite the client-side vote count system.&lt;br /&gt;
* Fixed a bug where spotting a building with regular spotting would override the longer spotting provided by binoculars.&lt;br /&gt;
* The emp_info_params entity inputs SetNFResources and SetBEResources now function correctly. Previously, they would double the current resource value and then subtract the desired value.&lt;br /&gt;
* The vehicle weapon HUD now displays properly when using a vehicle equipped with weapons that are not researched. Previously, unresearched weapons would not show up in the HUD. This was only an issue for maps that spawned in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Added prop_sphere to the FGD and updated code to allow a radius to be set.&lt;br /&gt;
* Added various team colored developer textures for use when designing maps. (&#039;&#039;&#039;materials/dev&#039;&#039;&#039; directory)&lt;br /&gt;
* Added the emp_sv_forceteam CVAR, which will force all players to join either BE or NF if enabled.&lt;br /&gt;
* Added the startResearched research script variable. Researches that have startResearched = 1 will already be researched when the game starts (if this is the correct team).&lt;br /&gt;
** This allows specific maps to use the emp_sv_unresearch_item command to set the starting chassis as restricted (Jeep/APC/Light tank/AFV).&lt;br /&gt;
** If there are no chassis available the vehicle menu will not open when players attempt to open it.&lt;br /&gt;
* Changed all turret/camera/radar models to use metal surface property instead of default.&lt;br /&gt;
* Lobby server auto-connect has been disabled by default. Auto-connect to lobby can be re-enabled by adding -lobby to the launch options within Steam.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
&lt;br /&gt;
==== Changes to stamina usage when jumping ====&lt;br /&gt;
Jumping stamina usage has been tweaked so that the stamina requirement to jump is 50% of the actual stamina deduction.  Additionally, stamina upgrade now reduces the amount of stamina deducted per jump by 1/4 instead of 1/3.&lt;br /&gt;
* This means a jump spends 20 stamina (roughly displayed as 3 bars), but you can still jump so long as you have 10 stamina (roughly displayed as 1.5 bars) left. With stamina upgrade, each jump will spend 15 stamina instead of 13.3.&lt;br /&gt;
* This change was made to make navigating the map less frustrating when out of combat. This should be less punishing when you have completely depleted your stamina, but still enforce the usual restrictions to combining sprinting and jumping while in combat. The values were tweaked to ensure that even with stamina upgrade, you cannot bunny hop when you&#039;re out of stamina.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10922</id>
		<title>Dedicated Server Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10922"/>
		<updated>2024-01-01T00:01:21Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Large refactor to server setup instructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ServerResources}}&lt;br /&gt;
&lt;br /&gt;
Dedicated servers are like the listen servers (which can be created by pressing the &amp;quot;create server&amp;quot; button on the main menu), but they don&#039;t require a copy of the game to be running. This is less resource intensive as the server doesn&#039;t need to spend any time rendering graphics.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
There are two supported ways of installing a dedicated server. On Windows and Linux, you can install the server using the SteamCMD utility. On Debian-based distributions of linux, you can also install the server through APT.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Server - SteamCMD ===&lt;br /&gt;
&lt;br /&gt;
The Empires Dedicated Server can be installed using the [https://developer.valvesoftware.com/wiki/SteamCMD SteamCMD] utility. The server has an appid of 460040, and must be downloaded while logged in as an anonymous user.&lt;br /&gt;
&lt;br /&gt;
To install the server on Windows:&lt;br /&gt;
*[https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_SteamCMD Install SteamCMD].&lt;br /&gt;
*Open a command line window with elevated / local administrator privileges&lt;br /&gt;
*Browse to the location where SteamCMD was installed, and enter this command:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*This same command can also be used to update Empires Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
Once the server has been downloaded, you can launch the server by navigating to the installed location of SRCDS.exe and running the following console command:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
srcds.exe -game &amp;quot;empires&amp;quot; -console -toconsole -secure +map emp_district402 +maxplayers 64&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To allow players to connect to your server from outside your local network, you may need to port-forward the following ports: &lt;br /&gt;
* UDP 27005 &lt;br /&gt;
* TCP and UDP 27015&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Server - APT ===&lt;br /&gt;
{{Fixme|This method has not been tested recently.}}&lt;br /&gt;
Installing a dedicated server is supported on [https://www.debian.org/CD/netinst/ 32 bit Debian 10]. &amp;lt;br&amp;gt;&lt;br /&gt;
Debian 11 has some packages deprecated, this method will not work as described. However you can start with Debian 10 and then later upgrade to 11. &amp;lt;br&amp;gt;&lt;br /&gt;
If you have a 64 bit install you might need to execute the following as root: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dpkg --add-architecture i386&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install lib32gcc1&lt;br /&gt;
&lt;br /&gt;
Execute the following in a root shell to add the key and repository:&lt;br /&gt;
&lt;br /&gt;
 apt install gnupg2&lt;br /&gt;
 curl https://deb1.ws.maxmaton.nl/debian/signing.pub | apt-key add -&lt;br /&gt;
 echo &#039;deb http://deb.maxmaton.nl/debian buster main non-free&#039; &amp;gt; /etc/apt/sources.list.d/maxmaton.list&lt;br /&gt;
 apt update&lt;br /&gt;
&lt;br /&gt;
On Debian 10 x64 (maybe even 9) you will also need to add non-free to each repository &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(Error: empires-server:i386 : Depends: steamcmd:i386 but it is not installable)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned here: https://unix.stackexchange.com/questions/390075/install-steamcmd-on-debian-9-stretch &amp;lt;br&amp;gt;&lt;br /&gt;
Do&lt;br /&gt;
 apt edit-sources&lt;br /&gt;
And choose your favorite editor and add non-free to each repository &amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dedicated_server_nonfree.png|600px|thumb|left|Example]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After that you can continue with:&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install empires-server&lt;br /&gt;
&#039;&#039;&#039;Your server is now up and running.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You might also need to manually port forward the following ports:&lt;br /&gt;
* UDP 27005 &lt;br /&gt;
* TCP and UDP 27015&lt;br /&gt;
&lt;br /&gt;
If you also want the community provided maps, you can install the empires-server-maps-extra package (warning, takes a long time to install):&lt;br /&gt;
&lt;br /&gt;
 apt install empires-server-maps-extra&lt;br /&gt;
&lt;br /&gt;
==== Opening the server console ====&lt;br /&gt;
To open the server console, execute the following command:&lt;br /&gt;
&lt;br /&gt;
 su - empires -c &amp;quot;tmux attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To get out of the server console, dont do CTRL + C or you will kill the server &amp;lt;br&amp;gt;&lt;br /&gt;
You can do CTRL + B and then CTRL + D to detach and get out of server console &amp;lt;br&amp;gt;&lt;br /&gt;
You can do CTRL + B and then page up and page down to scroll higher in console, then ESC to get out of the CTRL + B mode (tmux basics, you can google them) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server folder is located in /var/lib/empires&lt;br /&gt;
&lt;br /&gt;
You can also start or stop the empires-server service&lt;br /&gt;
 service empires-server stop&lt;br /&gt;
 service empires-server start&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
&lt;br /&gt;
=== Cvars ===&lt;br /&gt;
&lt;br /&gt;
Most configuration can be done through the use of [Server Cvars]. There are several ways commands can be set to run automatically:&lt;br /&gt;
&lt;br /&gt;
* Include the command in the call to SRCDS. This is how the &amp;lt;code&amp;gt;maxplayers&amp;lt;/code&amp;gt; cvar is set in the example above. This will run the command as soon as possible.&lt;br /&gt;
* Include the command in the &amp;lt;code&amp;gt;/cfg/autoexe.cfg&amp;lt;/code&amp;gt; file. This will run the command once on server start-up, before any maps have loaded.&lt;br /&gt;
* Include the command in the &amp;lt;code&amp;gt;/cfg/server.cfg&amp;lt;/code&amp;gt; file. This will run the command every time any map loads.&lt;br /&gt;
* Include the command in a &amp;lt;code&amp;gt;/cfg/maps/[mapname].cfg&amp;lt;/code&amp;gt; file. If there is a &amp;lt;code&amp;gt;.cfg&amp;lt;/code&amp;gt; file in this directory with the same name as a map, the commands in it will be run every time that map loads. Use this for map-specific configuration changes, such as adjusting the resource multiplier or ticket count.&lt;br /&gt;
&lt;br /&gt;
The following configuration options are the ones you will most likely need to change:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Common Configuration&lt;br /&gt;
!  Command !! Description&lt;br /&gt;
|- &lt;br /&gt;
| hostname || The name of your server, as it appears in the server browser.&lt;br /&gt;
|- &lt;br /&gt;
| rcon_password || A password that can be used to send server commands remotely. &lt;br /&gt;
{{Warning|Set this to a secure password, and do not share it freely. Anyone with this password can execute admin commands on your server.}}&lt;br /&gt;
|- &lt;br /&gt;
| sv_password || If this is set, players will be required to enter this password before joining the server.&lt;br /&gt;
|-&lt;br /&gt;
| sv_downloadurl || The URL of a [[FastDL]] server.&lt;br /&gt;
|-&lt;br /&gt;
| sv_region || A number representing the region your server is located in. A list of valid regions [[https://developer.valvesoftware.com/wiki/Sv_region can be found here]].&lt;br /&gt;
|-&lt;br /&gt;
| sv_contact || An email address players can use to contact the server owner.&lt;br /&gt;
|- &lt;br /&gt;
| sv_setsteamaccount || Link the server to a Steam account using an authentication token.&lt;br /&gt;
{{Fixme|Why/under what circumstances should this be done?}}&lt;br /&gt;
|- &lt;br /&gt;
| maxplayers || The maximum number of players allowed to join the server. This can only be set as part of the command that launches SRCDS.&lt;br /&gt;
|}&lt;br /&gt;
=== FastDL Setup ===&lt;br /&gt;
&lt;br /&gt;
The [https://developer.valvesoftware.com/wiki/FastDL FastDL system] allows server owners to specify a URL from which custom content will be downloaded. This speeds up the process of players downloading custom content when joining a server, so setting this system up is highly recommended.&lt;br /&gt;
&lt;br /&gt;
{{Fixme|We need instructions here on how to set up a FastDL server.}}&lt;br /&gt;
&lt;br /&gt;
== Server Extensions ==&lt;br /&gt;
There are several plugins available for use in Empires. Two extension systems are available (and can run in parallel):&lt;br /&gt;
&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod] is the most common system, and is used for the majority of plugins. Handy SourceMod plugins that have been confirmed to work on Empires servers are:&lt;br /&gt;
** [http://raegquit.com/beerdude26/empires-plugins/rg_ungrief.smx Ungrief Command Vehicle] - Teleports the specified command vehicle to where you are looking. Usage: !ungrief &amp;lt;nf | be | imp&amp;gt;&lt;br /&gt;
** [http://www.sourcebans.net/ SourceBans] - A free global administration and banning system for Source engine based servers.&lt;br /&gt;
** [http://kigenac.com/viewtopic.php?f=4&amp;amp;t=231 Kigen&#039;s Anti-Cheat] (Requires Sockets 3.0.1 plugin) - An extensive anti-cheating plugin.&lt;br /&gt;
** For more plugins, look at the [[Sourcemod Plugins]] page.&lt;br /&gt;
* [http://www.sourceop.com/wiki/Installing SourceOp] is less popular, but is required to run an anti-DoS plugin:&lt;br /&gt;
** [http://www.sourceop.com/modules.php?name=Downloads&amp;amp;d_op=viewdownload&amp;amp;cid=9 DoS Attack Fixer] - Protects against A2C_PRINT and other spam.&lt;br /&gt;
&lt;br /&gt;
Both systems themselves run on [http://www.sourcemm.net/ MetaMod], allowing them to run in parallel.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Customize server.cfg settings ===&lt;br /&gt;
As the server.cfg (amongst others) can be overwritten during upgrade and you may wish to have your server run in different &amp;quot;modes&amp;quot; such as password protected clan match/practice, increased resource rates for &amp;quot;tank wars&amp;quot;, etc, it is best to treat your server.cfg as &amp;quot;read-only&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Any default settings you wish to use can be placed in a separate file such as &amp;quot;myserver.cfg&amp;quot;. At the end of server.cfg, you can then add the line &amp;quot;exec myserver.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This way, server.cfg will then run myserver.cfg and override any server.cfg settings.&lt;br /&gt;
&lt;br /&gt;
Loading various server &amp;quot;modes&amp;quot; can then be done by calling them in the server console:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rcon exec tankwars.cfg&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want a mode to be automatically loaded after map change / server restart, you can add another line to server.cfg below the &amp;quot;exec myserver.cfg&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
As an example of custom configuration you might want to use, the following line will disable the ability to join spectators at the start of the round:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
emp_allowspectators 0; wait 30000; emp_allowspectators 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should be put at the end of the .cfg file so as to not delay any subsequent commands. The wait command delays all further commands by the amount specified in 1/100ths of a second.&lt;br /&gt;
&lt;br /&gt;
== Running a beta server ==&lt;br /&gt;
Running a beta server is just like a normal server, with the desired steam branch mentioned when downloading the server package.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 -beta beta validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See this link for more info on automating server creation, and on switching to specific steam branches.&lt;br /&gt;
https://developer.valvesoftware.com/wiki/SteamCMD#Automating_SteamCMD&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* [http://server.counter-strike.net/server.php?cmd=cmdall General HL2 Directives/Commands]&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod]&lt;br /&gt;
* [https://pastebin.com/SXsp0r2F How to create an Empires Server on Windows from A to Z.]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10921</id>
		<title>Dedicated Server Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10921"/>
		<updated>2023-12-31T23:10:35Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add server resources header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ServerResources}}&lt;br /&gt;
== Dedicated Server (Linux) ==&lt;br /&gt;
Installing a dedicated server is supported on [https://www.debian.org/CD/netinst/ 32 bit Debian 10]. &amp;lt;br&amp;gt;&lt;br /&gt;
Debian 11 has some packages deprecated, this method will not work as described. However you can start with Debian 10 and then later upgrade to 11. &amp;lt;br&amp;gt;&lt;br /&gt;
If you have a 64 bit install you might need to execute the following as root: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dpkg --add-architecture i386&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install lib32gcc1&lt;br /&gt;
&lt;br /&gt;
Execute the following in a root shell to add the key and repository:&lt;br /&gt;
&lt;br /&gt;
 apt install gnupg2&lt;br /&gt;
 curl https://deb1.ws.maxmaton.nl/debian/signing.pub | apt-key add -&lt;br /&gt;
 echo &#039;deb http://deb.maxmaton.nl/debian buster main non-free&#039; &amp;gt; /etc/apt/sources.list.d/maxmaton.list&lt;br /&gt;
 apt update&lt;br /&gt;
&lt;br /&gt;
On Debian 10 x64 (maybe even 9) you will also need to add non-free to each repository &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(Error: empires-server:i386 : Depends: steamcmd:i386 but it is not installable)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned here: https://unix.stackexchange.com/questions/390075/install-steamcmd-on-debian-9-stretch &amp;lt;br&amp;gt;&lt;br /&gt;
Do&lt;br /&gt;
 apt edit-sources&lt;br /&gt;
And choose your favorite editor and add non-free to each repository &amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dedicated_server_nonfree.png|600px|thumb|left|Example]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After that you can continue with:&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install empires-server&lt;br /&gt;
&#039;&#039;&#039;Your server is now up and running.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You might also need to manually port forward &amp;lt;br&amp;gt;&lt;br /&gt;
Ports: &amp;lt;br&amp;gt;&lt;br /&gt;
UDP 27005 &amp;lt;br&amp;gt;&lt;br /&gt;
TCP and UDP 27015 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you also want the community provided maps, you can install the empires-server-maps-extra package (warning, takes a long time to install):&lt;br /&gt;
&lt;br /&gt;
 apt install empires-server-maps-extra&lt;br /&gt;
&lt;br /&gt;
=== Opening the server console ===&lt;br /&gt;
To open the server console, execute the following command:&lt;br /&gt;
&lt;br /&gt;
 su - empires -c &amp;quot;tmux attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To get out of the server console, dont do CTRL + C or you will kill the server &amp;lt;br&amp;gt;&lt;br /&gt;
You can do CTRL + B and then CTRL + D to detach and get out of server console &amp;lt;br&amp;gt;&lt;br /&gt;
You can do CTRL + B and then page up and page down to scroll higher in console, then ESC to get out of the CTRL + B mode (tmux basics, you can google them) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server folder is located in /var/lib/empires&lt;br /&gt;
&lt;br /&gt;
You can also start or stop the empires-server service&lt;br /&gt;
 service empires-server stop&lt;br /&gt;
 service empires-server start&lt;br /&gt;
&lt;br /&gt;
== Dedicated Server (Windows/Linux) ==&lt;br /&gt;
&lt;br /&gt;
The Empires Dedicated Server can be installed using the [https://developer.valvesoftware.com/wiki/SteamCMD SteamCMD] utility. The server has an appid of 460040, and must be downloaded while logged in as an anonymous user.&lt;br /&gt;
&lt;br /&gt;
To install the server on Windows:&lt;br /&gt;
*[https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_SteamCMD Install SteamCMD].&lt;br /&gt;
*Open a command line window with elevated / local administrator privileges&lt;br /&gt;
*Browse to the location where SteamCMD was installed, and enter this command:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*This same command can also be used to update Empires Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
== Server Extensions ==&lt;br /&gt;
There are several plugins available for use in Empires. Two extension systems are available (and can run in parallel):&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod] is the most common system, and is used for the majority of plugins. Handy SourceMod plugins that have been confirmed to work on Empires servers are:&lt;br /&gt;
** [http://raegquit.com/beerdude26/empires-plugins/rg_ungrief.smx Ungrief Command Vehicle] - Teleports the specified command vehicle to where you are looking. Usage: !ungrief &amp;lt;nf | be | imp&amp;gt;&lt;br /&gt;
** [http://www.sourcebans.net/ SourceBans] - A free global administration and banning system for Source engine based servers.&lt;br /&gt;
** [http://kigenac.com/viewtopic.php?f=4&amp;amp;t=231 Kigen&#039;s Anti-Cheat] (Requires Sockets 3.0.1 plugin) - An extensive anti-cheating plugin.&lt;br /&gt;
** For more plugins, look at the [[Sourcemod Plugins]] page.&lt;br /&gt;
* [http://www.sourceop.com/wiki/Installing SourceOp] is less popular, but is required to run an anti-DoS plugin:&lt;br /&gt;
** [http://www.sourceop.com/modules.php?name=Downloads&amp;amp;d_op=viewdownload&amp;amp;cid=9 DoS Attack Fixer] - Protects against A2C_PRINT and other spam.&lt;br /&gt;
&lt;br /&gt;
Both systems themselves run on [http://www.sourcemm.net/ MetaMod], allowing them to run in parallel.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Customize server.cfg settings ===&lt;br /&gt;
As the server.cfg (amongst others) can be overwritten during upgrade and you may wish to have your server run in different &amp;quot;modes&amp;quot; such as password protected clan match/practice, increased resource rates for &amp;quot;tank wars&amp;quot;, etc, it is best to treat your server.cfg as &amp;quot;read-only&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Any default settings you wish to use can be placed in a separate file such as &amp;quot;myserver.cfg&amp;quot;. At the end of server.cfg, you can then add the line &amp;quot;exec myserver.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This way, server.cfg will then run myserver.cfg and override any server.cfg settings.&lt;br /&gt;
&lt;br /&gt;
Loading various server &amp;quot;modes&amp;quot; can then be done by calling them in the server console:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rcon exec tankwars.cfg&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want a mode to be automatically loaded after map change / server restart, you can add another line to server.cfg below the &amp;quot;exec myserver.cfg&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
As an example of custom configuration you might want to use, the following line will disable the ability to join spectators at the start of the round:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
emp_allowspectators 0; wait 30000; emp_allowspectators 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should be put at the end of the .cfg file so as to not delay any subsequent commands. The wait command delays all further commands by the amount specified in 1/100ths of a second.&lt;br /&gt;
&lt;br /&gt;
== Running a beta server ==&lt;br /&gt;
Running a beta server is just like a normal server, with the desired steam branch mentioned when downloading the server package.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 -beta beta validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See this link for more info on automating server creation, and on switching to specific steam branches.&lt;br /&gt;
https://developer.valvesoftware.com/wiki/SteamCMD#Automating_SteamCMD&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* [http://server.counter-strike.net/server.php?cmd=cmdall General HL2 Directives/Commands]&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod]&lt;br /&gt;
* https://pastebin.com/SXsp0r2F&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=10920</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=10920"/>
		<updated>2023-12-31T23:05:21Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ServerResources}}&lt;br /&gt;
{{Fixme|This list may not actually be complete}}&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Players===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;: &lt;br /&gt;
|Controls e-repair speed in health units per minute.&lt;br /&gt;
|(Default = 150)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_revive_health_penalty &#039;&#039;&#039;: &lt;br /&gt;
|Control how much health players have when revived, Maxhealth * cvar value.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_revive_stamina_penalty &#039;&#039;&#039;: &lt;br /&gt;
|Control how much stamina players have when revived, Maxstamina * cvar value.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_artillery_recoil_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Multiplier on the recoil of artillery cannons.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.&lt;br /&gt;
|(Default = 0.25)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_diminishing_term&#039;&#039;&#039;:&lt;br /&gt;
|The exponent of the total income. (with 1: income/sec = refinery_sum^1, with 2: income/sec = refinery_sum^2)&lt;br /&gt;
|(Default = 1.0)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_integral_term&#039;&#039;&#039;:&lt;br /&gt;
|The correcting factor, the percentage of the difference that is added to the losing team. If one team earned x less resources in total in the game, gives x * emp_sv_resource_integral_term per second to that team.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cl_disable_hdr_manager&#039;&#039;&#039;: &lt;br /&gt;
|Temporarily disables the hdr manager.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Optimization&amp;diff=10919</id>
		<title>Server Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Optimization&amp;diff=10919"/>
		<updated>2023-12-31T23:03:53Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add Server Header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ServerResources}}&lt;br /&gt;
== Unit limits ==&lt;br /&gt;
=== emp_sv_max_buildings ===&lt;br /&gt;
Building limit per team, includes all buildings except turrets.&lt;br /&gt;
&lt;br /&gt;
Default value: 64&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_max_turrets ===&lt;br /&gt;
Turret building limit per team.&lt;br /&gt;
&lt;br /&gt;
Default value: 24&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_max_vehicles ===&lt;br /&gt;
Vehicle limit per team.&lt;br /&gt;
&lt;br /&gt;
{{Tip|Set this to the number of players per team.}}&lt;br /&gt;
Default value: 32&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_max_walls ===&lt;br /&gt;
Wall limit per team.&lt;br /&gt;
&lt;br /&gt;
Default value: 64&lt;br /&gt;
&lt;br /&gt;
== Self-destruction timers ==&lt;br /&gt;
In order to prevent abandoned vehicles using up server resources, vehicles without a player in them will self-destruct after a certain time interval. These intervals can be set on a per-chassis basis.&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_JEEP_selfdestruct_time ===&lt;br /&gt;
Empty [[Jeep|Jeeps]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
{{Tip|Set this to a low value such as 120 or 60. Jeeps are cheap and players often buy them off of their own wages.}}&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_LT_selfdestruct_time ===&lt;br /&gt;
Empty [[Light_Tank|Light Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_AFV_selfdestruct_time ===&lt;br /&gt;
Empty [[AFV|AFV&#039;s]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_APC_selfdestruct_time ===&lt;br /&gt;
Empty [[APC|APC&#039;s]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
{{Tip|APC&#039;s act as mobile spawnpoints. If players complain about their parked APC suddenly self-destructing, increase this value.}}&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_MED_selfdestruct_time ===&lt;br /&gt;
Empty [[Medium_Tank|Medium Tanks]] and [[Imperial_Tank|Imperial Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_HEAVY_selfdestruct_time  ===&lt;br /&gt;
Empty [[Northern_Heavy_Tank|Northern Heavy Tanks]] and [[Imperial_Heavy_Tank|Imperial Heavy Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_ARTY_selfdestruct_time ===&lt;br /&gt;
Empty [[Artillery|Artillery Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=10918</id>
		<title>Sourcemod Plugins</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=10918"/>
		<updated>2023-12-31T23:03:10Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Add Server Header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ServerResources}}&lt;br /&gt;
=Empires Specific Plugins=&lt;br /&gt;
Empires has a few specific plugins coded by members of its community, you can find them on [https://git.empiresmod.com/sourcemod Empires&#039; Gitlab].&lt;br /&gt;
==Draftpick==&lt;br /&gt;
[[Draftpick]] is a [[Sourcemod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.&lt;br /&gt;
==Empfun==&lt;br /&gt;
[[Empfun]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds a way to manipulate entities within the game and create custom scenarios.&lt;br /&gt;
==Empstats==&lt;br /&gt;
[[Empstats]] is a [[Sourcemod]] plugin by [[Mikleo]], it tracks various statistics.&lt;br /&gt;
==Emputils==&lt;br /&gt;
[[Emputils]] is a [[Sourcemod]] plugin by [[Mikleo]], it contains various utilities to be used by other plugins.&lt;br /&gt;
==EventTimeleftHostname==&lt;br /&gt;
[[EventTimeleftHostname]] is a [[Sourcemod]] plugin by &amp;lt;&amp;gt; and updated for Empires by [[Neoony]], it allows server owners to display a countdown in their server&#039;s title.&lt;br /&gt;
==Lawlietstats==&lt;br /&gt;
[[Lawlietstats]] is a [[Sourcemod]] plugin by [[Lawliet]], it collects various informations.&lt;br /&gt;
==Lobby==&lt;br /&gt;
[[Lobby]] is a [[Sourcemod]] plugin by [[Neoony]], it controls the Lobby Server.&lt;br /&gt;
==NoCommExtendVote==&lt;br /&gt;
&#039;&#039;&#039;No Commander Extend Vote&#039;&#039;&#039; or [[NCEV]] for short is a [[Sourcemod]] plugin by [[Neoony]], it automatically detects commanders and only allows the game to start if both teams have a commander. &amp;lt;br /&amp;gt;&lt;br /&gt;
==PugPlugin==&lt;br /&gt;
==ResearchInfo==&lt;br /&gt;
[[ResearchInfo]] is a [[Sourcemod]] plugin by [[Neoony]], gives a chat command to show what your team has researched in console. Unstable and unfinished. WIP&lt;br /&gt;
==sameIPBlock==&lt;br /&gt;
[[sameIPBlock]] is a [[Sourcemod]] plugin by [[Neoony]], only allows players to join from unique IP address.&lt;br /&gt;
==SourcemodOffsets==&lt;br /&gt;
[[SourcemodOffsets]] is a [[Sourcemod]] plugin by [[Neoony]], it automatically updates the sourcemod offsets required for Empires when they change.&lt;br /&gt;
==SquadControl==&lt;br /&gt;
[[Squadcontrol]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds various utilities for Empires.&lt;br /&gt;
==Surrender==&lt;br /&gt;
[[Surrender]] is a [[SourceMod]] plugin by [[Neoony]], it allows players to trigger a vote to surrender which if successful destroys their [[Command Vehicle]].&amp;lt;br /&amp;gt;&lt;br /&gt;
==Updater==&lt;br /&gt;
[[Updater]] is a [[Sourcemod]] plugin by &amp;lt;&amp;gt; and updated for Empires by [[Neoony]], it allows servers to automatically update their plugins.&lt;br /&gt;
==Ungrief==&lt;br /&gt;
[[Ungrief]] is a [[Sourcemod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].&lt;br /&gt;
==Votetime==&lt;br /&gt;
[[Votetime]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds commands to control the commander vote timer.&lt;br /&gt;
==vprofReport==&lt;br /&gt;
[[vprofReport]] is a [[Sourcemod]] plugin by [[Neoony]], automatically start &amp;quot;vprof&amp;quot; at certain number of clients on the server and then generates report when the round ends.&lt;br /&gt;
=Generic Plugins=&lt;br /&gt;
== End of Round AllTalk ==&lt;br /&gt;
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351&lt;br /&gt;
== Chat Triggers ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?p=585758 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advertisements 2.0 ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?t=155705 &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple advertisements plugin. It supports center, chat, hint, menu and top messages.&lt;br /&gt;
== SourceBans++ ==&lt;br /&gt;
Plugin link: https://sbpp.github.io/ &amp;lt;br /&amp;gt;&lt;br /&gt;
Unofficial more updated version of SourceBans. &amp;lt;br /&amp;gt;&lt;br /&gt;
-SourceBans++ is a majorly improved version of SourceBans 1.4.11 which was developed by GameConnect. &amp;lt;br /&amp;gt;&lt;br /&gt;
Those major improvements include a new design, more stable web application, login via steam account and much more community made customizations. &amp;lt;br /&amp;gt;&lt;br /&gt;
== SourceBot ==&lt;br /&gt;
&#039;&#039;Original Plugin link:&#039;&#039; https://forums.alliedmods.net/showthread.php?p=883997 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TeamSwitch ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?p=587405 &amp;lt;br /&amp;gt;&lt;br /&gt;
This is a fully mod-independent team switching plugin, which gives an admin the ability to switch players to the opposite team either immediately,  &amp;lt;br /&amp;gt;&lt;br /&gt;
when they die, or at the end of the round (where appropriate). &amp;lt;br /&amp;gt;&lt;br /&gt;
Players can also be switched to spectators. &amp;lt;br /&amp;gt;&lt;br /&gt;
TeamSwitch detects which mod it is being run on at startup and configures itself accordingly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ultimate Mapchooser 3.4.5 ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?t=134190 &amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate Mapchooser allows for increased control over map selection. This includes: &amp;lt;br /&amp;gt;&lt;br /&gt;
* Random selection of the next map. &amp;lt;br /&amp;gt;&lt;br /&gt;
* Which maps are added to votes &amp;lt;br /&amp;gt;&lt;br /&gt;
* Which maps are available for nominations &amp;lt;br /&amp;gt;&lt;br /&gt;
You can control how the randomization works by dividing your map rotation into groups, and controlling the weights of each group or each individual map, &amp;lt;br /&amp;gt;&lt;br /&gt;
specify a minimum or maximum number of players allowed on the server for the map to be available, specify how many maps from a group are allowed in a vote, etc. &amp;lt;br /&amp;gt;&lt;br /&gt;
EDIT: It seems the original version isnt working even with Creepers event fix for end of map votes. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here is cyberkillers version: https://github.com/CyberKiller/Ultimate-Mapchooser &amp;lt;br /&amp;gt;&lt;br /&gt;
But it might be a little outdated...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Execute Configs ==&lt;br /&gt;
&#039;&#039;Original Plugin link:&#039;&#039; https://forums.alliedmods.net/showthread.php?t=67620&amp;lt;br /&amp;gt;&lt;br /&gt;
This plugin executes configs when there are either a certain amount of clients on, a certain event occurs, a certain round starts or when there are a certain amount of minutes left on the map. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can use this to disable alltalk above x clients, or to change the map when the timelimit hits, etc. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;More updated version (1.2.4) + added empires roundstart/gamestart events:&#039;&#039;&#039; https://git.empiresmod.com/sourcemod/executeconfigs &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Template:ServerResources&amp;diff=10917</id>
		<title>Template:ServerResources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Template:ServerResources&amp;diff=10917"/>
		<updated>2023-12-31T23:01:56Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Create Server header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;float: left; border: 0px solid #c6c9ff; background-color: #f0f0ff;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 1.0em; font-weight: bold; color: #4268a1;&amp;quot;&amp;gt;Empires Server Resources&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dedicated Server Setup]] | [[Server Cvars|Cvars]] | [[Server Optimization|Optimization]] | [[Sourcemod Plugins]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Server]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=10916</id>
		<title>Sourcemod Plugins</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=10916"/>
		<updated>2023-12-31T22:57:23Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Category:Server&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Sourcemod Plugins}}&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
=Empires Specific Plugins=&lt;br /&gt;
Empires has a few specific plugins coded by members of its community, you can find them on [https://git.empiresmod.com/sourcemod Empires&#039; Gitlab].&lt;br /&gt;
==Draftpick==&lt;br /&gt;
[[Draftpick]] is a [[Sourcemod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.&lt;br /&gt;
==Empfun==&lt;br /&gt;
[[Empfun]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds a way to manipulate entities within the game and create custom scenarios.&lt;br /&gt;
==Empstats==&lt;br /&gt;
[[Empstats]] is a [[Sourcemod]] plugin by [[Mikleo]], it tracks various statistics.&lt;br /&gt;
==Emputils==&lt;br /&gt;
[[Emputils]] is a [[Sourcemod]] plugin by [[Mikleo]], it contains various utilities to be used by other plugins.&lt;br /&gt;
==EventTimeleftHostname==&lt;br /&gt;
[[EventTimeleftHostname]] is a [[Sourcemod]] plugin by &amp;lt;&amp;gt; and updated for Empires by [[Neoony]], it allows server owners to display a countdown in their server&#039;s title.&lt;br /&gt;
==Lawlietstats==&lt;br /&gt;
[[Lawlietstats]] is a [[Sourcemod]] plugin by [[Lawliet]], it collects various informations.&lt;br /&gt;
==Lobby==&lt;br /&gt;
[[Lobby]] is a [[Sourcemod]] plugin by [[Neoony]], it controls the Lobby Server.&lt;br /&gt;
==NoCommExtendVote==&lt;br /&gt;
&#039;&#039;&#039;No Commander Extend Vote&#039;&#039;&#039; or [[NCEV]] for short is a [[Sourcemod]] plugin by [[Neoony]], it automatically detects commanders and only allows the game to start if both teams have a commander. &amp;lt;br /&amp;gt;&lt;br /&gt;
==PugPlugin==&lt;br /&gt;
==ResearchInfo==&lt;br /&gt;
[[ResearchInfo]] is a [[Sourcemod]] plugin by [[Neoony]], gives a chat command to show what your team has researched in console. Unstable and unfinished. WIP&lt;br /&gt;
==sameIPBlock==&lt;br /&gt;
[[sameIPBlock]] is a [[Sourcemod]] plugin by [[Neoony]], only allows players to join from unique IP address.&lt;br /&gt;
==SourcemodOffsets==&lt;br /&gt;
[[SourcemodOffsets]] is a [[Sourcemod]] plugin by [[Neoony]], it automatically updates the sourcemod offsets required for Empires when they change.&lt;br /&gt;
==SquadControl==&lt;br /&gt;
[[Squadcontrol]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds various utilities for Empires.&lt;br /&gt;
==Surrender==&lt;br /&gt;
[[Surrender]] is a [[SourceMod]] plugin by [[Neoony]], it allows players to trigger a vote to surrender which if successful destroys their [[Command Vehicle]].&amp;lt;br /&amp;gt;&lt;br /&gt;
==Updater==&lt;br /&gt;
[[Updater]] is a [[Sourcemod]] plugin by &amp;lt;&amp;gt; and updated for Empires by [[Neoony]], it allows servers to automatically update their plugins.&lt;br /&gt;
==Ungrief==&lt;br /&gt;
[[Ungrief]] is a [[Sourcemod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].&lt;br /&gt;
==Votetime==&lt;br /&gt;
[[Votetime]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds commands to control the commander vote timer.&lt;br /&gt;
==vprofReport==&lt;br /&gt;
[[vprofReport]] is a [[Sourcemod]] plugin by [[Neoony]], automatically start &amp;quot;vprof&amp;quot; at certain number of clients on the server and then generates report when the round ends.&lt;br /&gt;
=Generic Plugins=&lt;br /&gt;
== End of Round AllTalk ==&lt;br /&gt;
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351&lt;br /&gt;
== Chat Triggers ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?p=585758 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advertisements 2.0 ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?t=155705 &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple advertisements plugin. It supports center, chat, hint, menu and top messages.&lt;br /&gt;
== SourceBans++ ==&lt;br /&gt;
Plugin link: https://sbpp.github.io/ &amp;lt;br /&amp;gt;&lt;br /&gt;
Unofficial more updated version of SourceBans. &amp;lt;br /&amp;gt;&lt;br /&gt;
-SourceBans++ is a majorly improved version of SourceBans 1.4.11 which was developed by GameConnect. &amp;lt;br /&amp;gt;&lt;br /&gt;
Those major improvements include a new design, more stable web application, login via steam account and much more community made customizations. &amp;lt;br /&amp;gt;&lt;br /&gt;
== SourceBot ==&lt;br /&gt;
&#039;&#039;Original Plugin link:&#039;&#039; https://forums.alliedmods.net/showthread.php?p=883997 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TeamSwitch ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?p=587405 &amp;lt;br /&amp;gt;&lt;br /&gt;
This is a fully mod-independent team switching plugin, which gives an admin the ability to switch players to the opposite team either immediately,  &amp;lt;br /&amp;gt;&lt;br /&gt;
when they die, or at the end of the round (where appropriate). &amp;lt;br /&amp;gt;&lt;br /&gt;
Players can also be switched to spectators. &amp;lt;br /&amp;gt;&lt;br /&gt;
TeamSwitch detects which mod it is being run on at startup and configures itself accordingly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ultimate Mapchooser 3.4.5 ==&lt;br /&gt;
Plugin link: https://forums.alliedmods.net/showthread.php?t=134190 &amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate Mapchooser allows for increased control over map selection. This includes: &amp;lt;br /&amp;gt;&lt;br /&gt;
* Random selection of the next map. &amp;lt;br /&amp;gt;&lt;br /&gt;
* Which maps are added to votes &amp;lt;br /&amp;gt;&lt;br /&gt;
* Which maps are available for nominations &amp;lt;br /&amp;gt;&lt;br /&gt;
You can control how the randomization works by dividing your map rotation into groups, and controlling the weights of each group or each individual map, &amp;lt;br /&amp;gt;&lt;br /&gt;
specify a minimum or maximum number of players allowed on the server for the map to be available, specify how many maps from a group are allowed in a vote, etc. &amp;lt;br /&amp;gt;&lt;br /&gt;
EDIT: It seems the original version isnt working even with Creepers event fix for end of map votes. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here is cyberkillers version: https://github.com/CyberKiller/Ultimate-Mapchooser &amp;lt;br /&amp;gt;&lt;br /&gt;
But it might be a little outdated...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Execute Configs ==&lt;br /&gt;
&#039;&#039;Original Plugin link:&#039;&#039; https://forums.alliedmods.net/showthread.php?t=67620&amp;lt;br /&amp;gt;&lt;br /&gt;
This plugin executes configs when there are either a certain amount of clients on, a certain event occurs, a certain round starts or when there are a certain amount of minutes left on the map. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can use this to disable alltalk above x clients, or to change the map when the timelimit hits, etc. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;More updated version (1.2.4) + added empires roundstart/gamestart events:&#039;&#039;&#039; https://git.empiresmod.com/sourcemod/executeconfigs &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]]&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10915</id>
		<title>Dedicated Server Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10915"/>
		<updated>2023-12-31T22:56:53Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Dedicated Server Setup}}&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
== Dedicated Server (Linux) ==&lt;br /&gt;
Installing a dedicated server is supported on [https://www.debian.org/CD/netinst/ 32 bit Debian 10]. &amp;lt;br&amp;gt;&lt;br /&gt;
Debian 11 has some packages deprecated, this method will not work as described. However you can start with Debian 10 and then later upgrade to 11. &amp;lt;br&amp;gt;&lt;br /&gt;
If you have a 64 bit install you might need to execute the following as root: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dpkg --add-architecture i386&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install lib32gcc1&lt;br /&gt;
&lt;br /&gt;
Execute the following in a root shell to add the key and repository:&lt;br /&gt;
&lt;br /&gt;
 apt install gnupg2&lt;br /&gt;
 curl https://deb1.ws.maxmaton.nl/debian/signing.pub | apt-key add -&lt;br /&gt;
 echo &#039;deb http://deb.maxmaton.nl/debian buster main non-free&#039; &amp;gt; /etc/apt/sources.list.d/maxmaton.list&lt;br /&gt;
 apt update&lt;br /&gt;
&lt;br /&gt;
On Debian 10 x64 (maybe even 9) you will also need to add non-free to each repository &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(Error: empires-server:i386 : Depends: steamcmd:i386 but it is not installable)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned here: https://unix.stackexchange.com/questions/390075/install-steamcmd-on-debian-9-stretch &amp;lt;br&amp;gt;&lt;br /&gt;
Do&lt;br /&gt;
 apt edit-sources&lt;br /&gt;
And choose your favorite editor and add non-free to each repository &amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dedicated_server_nonfree.png|600px|thumb|left|Example]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After that you can continue with:&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install empires-server&lt;br /&gt;
&#039;&#039;&#039;Your server is now up and running.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You might also need to manually port forward &amp;lt;br&amp;gt;&lt;br /&gt;
Ports: &amp;lt;br&amp;gt;&lt;br /&gt;
UDP 27005 &amp;lt;br&amp;gt;&lt;br /&gt;
TCP and UDP 27015 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you also want the community provided maps, you can install the empires-server-maps-extra package (warning, takes a long time to install):&lt;br /&gt;
&lt;br /&gt;
 apt install empires-server-maps-extra&lt;br /&gt;
&lt;br /&gt;
=== Opening the server console ===&lt;br /&gt;
To open the server console, execute the following command:&lt;br /&gt;
&lt;br /&gt;
 su - empires -c &amp;quot;tmux attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To get out of the server console, dont do CTRL + C or you will kill the server &amp;lt;br&amp;gt;&lt;br /&gt;
You can do CTRL + B and then CTRL + D to detach and get out of server console &amp;lt;br&amp;gt;&lt;br /&gt;
You can do CTRL + B and then page up and page down to scroll higher in console, then ESC to get out of the CTRL + B mode (tmux basics, you can google them) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server folder is located in /var/lib/empires&lt;br /&gt;
&lt;br /&gt;
You can also start or stop the empires-server service&lt;br /&gt;
 service empires-server stop&lt;br /&gt;
 service empires-server start&lt;br /&gt;
&lt;br /&gt;
== Dedicated Server (Windows/Linux) ==&lt;br /&gt;
&lt;br /&gt;
The Empires Dedicated Server can be installed using the [https://developer.valvesoftware.com/wiki/SteamCMD SteamCMD] utility. The server has an appid of 460040, and must be downloaded while logged in as an anonymous user.&lt;br /&gt;
&lt;br /&gt;
To install the server on Windows:&lt;br /&gt;
*[https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_SteamCMD Install SteamCMD].&lt;br /&gt;
*Open a command line window with elevated / local administrator privileges&lt;br /&gt;
*Browse to the location where SteamCMD was installed, and enter this command:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*This same command can also be used to update Empires Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
== Server Extensions ==&lt;br /&gt;
There are several plugins available for use in Empires. Two extension systems are available (and can run in parallel):&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod] is the most common system, and is used for the majority of plugins. Handy SourceMod plugins that have been confirmed to work on Empires servers are:&lt;br /&gt;
** [http://raegquit.com/beerdude26/empires-plugins/rg_ungrief.smx Ungrief Command Vehicle] - Teleports the specified command vehicle to where you are looking. Usage: !ungrief &amp;lt;nf | be | imp&amp;gt;&lt;br /&gt;
** [http://www.sourcebans.net/ SourceBans] - A free global administration and banning system for Source engine based servers.&lt;br /&gt;
** [http://kigenac.com/viewtopic.php?f=4&amp;amp;t=231 Kigen&#039;s Anti-Cheat] (Requires Sockets 3.0.1 plugin) - An extensive anti-cheating plugin.&lt;br /&gt;
** For more plugins, look at the [[Sourcemod Plugins]] page.&lt;br /&gt;
* [http://www.sourceop.com/wiki/Installing SourceOp] is less popular, but is required to run an anti-DoS plugin:&lt;br /&gt;
** [http://www.sourceop.com/modules.php?name=Downloads&amp;amp;d_op=viewdownload&amp;amp;cid=9 DoS Attack Fixer] - Protects against A2C_PRINT and other spam.&lt;br /&gt;
&lt;br /&gt;
Both systems themselves run on [http://www.sourcemm.net/ MetaMod], allowing them to run in parallel.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Customize server.cfg settings ===&lt;br /&gt;
As the server.cfg (amongst others) can be overwritten during upgrade and you may wish to have your server run in different &amp;quot;modes&amp;quot; such as password protected clan match/practice, increased resource rates for &amp;quot;tank wars&amp;quot;, etc, it is best to treat your server.cfg as &amp;quot;read-only&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Any default settings you wish to use can be placed in a separate file such as &amp;quot;myserver.cfg&amp;quot;. At the end of server.cfg, you can then add the line &amp;quot;exec myserver.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This way, server.cfg will then run myserver.cfg and override any server.cfg settings.&lt;br /&gt;
&lt;br /&gt;
Loading various server &amp;quot;modes&amp;quot; can then be done by calling them in the server console:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rcon exec tankwars.cfg&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want a mode to be automatically loaded after map change / server restart, you can add another line to server.cfg below the &amp;quot;exec myserver.cfg&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
As an example of custom configuration you might want to use, the following line will disable the ability to join spectators at the start of the round:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
emp_allowspectators 0; wait 30000; emp_allowspectators 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should be put at the end of the .cfg file so as to not delay any subsequent commands. The wait command delays all further commands by the amount specified in 1/100ths of a second.&lt;br /&gt;
&lt;br /&gt;
== Running a beta server ==&lt;br /&gt;
Running a beta server is just like a normal server, with the desired steam branch mentioned when downloading the server package.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 -beta beta validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See this link for more info on automating server creation, and on switching to specific steam branches.&lt;br /&gt;
https://developer.valvesoftware.com/wiki/SteamCMD#Automating_SteamCMD&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* [http://server.counter-strike.net/server.php?cmd=cmdall General HL2 Directives/Commands]&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod]&lt;br /&gt;
* https://pastebin.com/SXsp0r2F&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Optimization&amp;diff=10914</id>
		<title>Server Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Optimization&amp;diff=10914"/>
		<updated>2023-12-31T22:56:13Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Category:Server&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Optimizations=&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
== Unit limits ==&lt;br /&gt;
=== emp_sv_max_buildings ===&lt;br /&gt;
Building limit per team, includes all buildings except turrets.&lt;br /&gt;
&lt;br /&gt;
Default value: 64&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_max_turrets ===&lt;br /&gt;
Turret building limit per team.&lt;br /&gt;
&lt;br /&gt;
Default value: 24&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_max_vehicles ===&lt;br /&gt;
Vehicle limit per team.&lt;br /&gt;
&lt;br /&gt;
{{Tip|Set this to the number of players per team.}}&lt;br /&gt;
Default value: 32&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_max_walls ===&lt;br /&gt;
Wall limit per team.&lt;br /&gt;
&lt;br /&gt;
Default value: 64&lt;br /&gt;
&lt;br /&gt;
== Self-destruction timers ==&lt;br /&gt;
In order to prevent abandoned vehicles using up server resources, vehicles without a player in them will self-destruct after a certain time interval. These intervals can be set on a per-chassis basis.&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_JEEP_selfdestruct_time ===&lt;br /&gt;
Empty [[Jeep|Jeeps]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
{{Tip|Set this to a low value such as 120 or 60. Jeeps are cheap and players often buy them off of their own wages.}}&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_LT_selfdestruct_time ===&lt;br /&gt;
Empty [[Light_Tank|Light Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_AFV_selfdestruct_time ===&lt;br /&gt;
Empty [[AFV|AFV&#039;s]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_APC_selfdestruct_time ===&lt;br /&gt;
Empty [[APC|APC&#039;s]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
{{Tip|APC&#039;s act as mobile spawnpoints. If players complain about their parked APC suddenly self-destructing, increase this value.}}&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_MED_selfdestruct_time ===&lt;br /&gt;
Empty [[Medium_Tank|Medium Tanks]] and [[Imperial_Tank|Imperial Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_HEAVY_selfdestruct_time  ===&lt;br /&gt;
Empty [[Northern_Heavy_Tank|Northern Heavy Tanks]] and [[Imperial_Heavy_Tank|Imperial Heavy Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;br /&gt;
&lt;br /&gt;
=== emp_sv_vehicle_ARTY_selfdestruct_time ===&lt;br /&gt;
Empty [[Artillery|Artillery Tanks]] will self-destruct after this time limit (in seconds).&lt;br /&gt;
&lt;br /&gt;
Default value: 300&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=10913</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=10913"/>
		<updated>2023-12-31T22:55:43Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Category: Server&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Players===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_erepair_speed&#039;&#039;&#039;: &lt;br /&gt;
|Controls e-repair speed in health units per minute.&lt;br /&gt;
|(Default = 150)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_revive_health_penalty &#039;&#039;&#039;: &lt;br /&gt;
|Control how much health players have when revived, Maxhealth * cvar value.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_revive_stamina_penalty &#039;&#039;&#039;: &lt;br /&gt;
|Control how much stamina players have when revived, Maxstamina * cvar value.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_artillery_recoil_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Multiplier on the recoil of artillery cannons.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.&lt;br /&gt;
|(Default = 0.25)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_diminishing_term&#039;&#039;&#039;:&lt;br /&gt;
|The exponent of the total income. (with 1: income/sec = refinery_sum^1, with 2: income/sec = refinery_sum^2)&lt;br /&gt;
|(Default = 1.0)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_integral_term&#039;&#039;&#039;:&lt;br /&gt;
|The correcting factor, the percentage of the difference that is added to the losing team. If one team earned x less resources in total in the game, gives x * emp_sv_resource_integral_term per second to that team.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cl_disable_hdr_manager&#039;&#039;&#039;: &lt;br /&gt;
|Temporarily disables the hdr manager.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Category:Server&amp;diff=10912</id>
		<title>Category:Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Category:Server&amp;diff=10912"/>
		<updated>2023-12-31T22:53:38Z</updated>

		<summary type="html">&lt;p&gt;Trainzack: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trainzack</name></author>
	</entry>
</feed>