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	<updated>2026-04-05T19:42:49Z</updated>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10036</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10036"/>
		<updated>2020-08-09T15:35:38Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|&#039;&#039;&#039;Step 1:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;&#039;tools/toolstrigger&#039;&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|&#039;&#039;&#039;Step 2:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|&#039;&#039;&#039;Step 3:&#039;&#039;&#039; A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|&#039;&#039;&#039;Step 4:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|&#039;&#039;&#039;Step 5:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb|&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block, and textured with &#039;&#039;&#039;tools/toolstrigger&#039;&#039;&#039;.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
# Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The images to the side of the page show what it should look like&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_1.png&amp;diff=10035</id>
		<title>File:Nav blocker setup 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_1.png&amp;diff=10035"/>
		<updated>2020-08-09T15:25:24Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The func_nav_blocker has a tools/toolstrigger texture, and covers the entire area that should  be blocked&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10034</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10034"/>
		<updated>2020-08-09T15:24:19Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|&#039;&#039;&#039;Step 1:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;tools/trigger&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|&#039;&#039;&#039;Step 2:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|&#039;&#039;&#039;Step 3:&#039;&#039;&#039; A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|&#039;&#039;&#039;Step 4:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|&#039;&#039;&#039;Step 5:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb|&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block, and textured with &#039;&#039;&#039;tools/trigger&#039;&#039;&#039;.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
# Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The images to the side of the page show what it should look like&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10033</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10033"/>
		<updated>2020-08-09T13:50:01Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* = Bots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|&#039;&#039;&#039;Step 1:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;tools/trigger&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|&#039;&#039;&#039;Step 2:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|&#039;&#039;&#039;Step 3:&#039;&#039;&#039; A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|&#039;&#039;&#039;Step 4:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|&#039;&#039;&#039;Step 5:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb|&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
# Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The images to the side of the page show what it should look like&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10032</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10032"/>
		<updated>2020-08-09T13:49:35Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|&#039;&#039;&#039;Step 1:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;tools/trigger&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|&#039;&#039;&#039;Step 2:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|&#039;&#039;&#039;Step 3:&#039;&#039;&#039; A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|&#039;&#039;&#039;Step 4:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|&#039;&#039;&#039;Step 5:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb|&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
# Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The images to the side of the page show what it should look like&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10031</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10031"/>
		<updated>2020-08-09T13:49:17Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|&#039;&#039;&#039;Step 1:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;tools/trigger&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|&#039;&#039;&#039;Step 2:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|&#039;&#039;&#039;Step 3:&#039;&#039;&#039; A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|&#039;&#039;&#039;Step 4:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|&#039;&#039;&#039;Step 5:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb|&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
# Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The images to the side of the page show what it should look like&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10030</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10030"/>
		<updated>2020-08-09T13:46:43Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;tools/trigger&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb| Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
## Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10029</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10029"/>
		<updated>2020-08-09T13:46:23Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
## Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;tools/trigger&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb| Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10028</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10028"/>
		<updated>2020-08-09T13:38:18Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
# Numbered lis&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|The func_nav_blocker is textured here with tools/trigger, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|The func_nav_blocker is  configured with the team, and a name so that it can be triggered from other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|A logic auto is created so that we can trigger the &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|The logic_auto is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|The logic_auto has it&#039;s output set so that it triggers to BlockNav input on our previous func_nav_blocker entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb| Finally, checking that the nav_blocker has detected the input correctly comign from the logic_auto]]&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_3.png&amp;diff=10027</id>
		<title>File:Nav blocker setup 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_3.png&amp;diff=10027"/>
		<updated>2020-08-09T13:37:17Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Showing the input coming in, to start blocking nav, from the logic_auto&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10026</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10026"/>
		<updated>2020-08-09T13:35:32Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
# Numbered lis&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|The func_nav_blocker is textured here with tools/trigger, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|The func_nav_blocker is  configured with the team, and a name so that it can be triggered from other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|A logic auto is created so that we can trigger the nav blocker to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|The logic_auto is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|largepx|thumb|The logic_auto is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Logic_auto_setup_3.png&amp;diff=10025</id>
		<title>File:Logic auto setup 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Logic_auto_setup_3.png&amp;diff=10025"/>
		<updated>2020-08-09T13:34:54Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Showing the output that fires to trigger the func_nav_blockers to start blocking&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10024</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10024"/>
		<updated>2020-08-09T13:32:58Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Blocking Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
# Numbered lis&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|The func_nav_blocker is textured here with tools/trigger, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|The func_nav_blocker is  configured with the team, and a name so that it can be triggered from other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|A logic auto is created so that we can trigger the nav blocker to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb| The logic_auto is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Logic_auto_setup_2.png&amp;diff=10023</id>
		<title>File:Logic auto setup 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Logic_auto_setup_2.png&amp;diff=10023"/>
		<updated>2020-08-09T13:31:43Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Showing the global state taht the logic auto uses to tgrigger itself. as part of the nav blocking example.&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Logic_auto_setup_1.png&amp;diff=10022</id>
		<title>File:Logic auto setup 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Logic_auto_setup_1.png&amp;diff=10022"/>
		<updated>2020-08-09T13:29:30Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logic auto shown for triggering nav_blocker&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_2.png&amp;diff=10021</id>
		<title>File:Nav blocker setup 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_2.png&amp;diff=10021"/>
		<updated>2020-08-09T13:24:48Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Configure the func_nav_blocker to have a name, and choose the teams you want ti to block. The name is so that we can trigger the entity to begin blocking from another entity.&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10020</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10020"/>
		<updated>2020-08-09T13:21:09Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10019</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10019"/>
		<updated>2020-08-09T13:20:32Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots ====&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb]]&lt;br /&gt;
=&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
[[Image:nav_blocker_setup_1.png|frame|Correct Comment Format]]&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_1.png&amp;diff=10018</id>
		<title>File:Nav blocker setup 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Nav_blocker_setup_1.png&amp;diff=10018"/>
		<updated>2020-08-09T13:20:06Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The func_nav_blocker has a tools/trigger texture, and covers the entire area that should  be blocked&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10017</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10017"/>
		<updated>2020-08-09T13:10:28Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Nav blocker setup 1.png|frame|Initial nav setup]]&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10016</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=10016"/>
		<updated>2020-08-09T12:29:33Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=9981</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=9981"/>
		<updated>2020-04-03T20:06:05Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== NPC ===== &lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9980</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9980"/>
		<updated>2020-04-03T16:04:00Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.8 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBD&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added armour penetration effect to vehicle damage&lt;br /&gt;
** When taking more than 30 damage at once, armour will take 90% damage, hull will take 10%.&lt;br /&gt;
* Added message informing about ticket drain when no spawns are available.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle spawners not respawning instantly when their vehicle is recycled&lt;br /&gt;
* Fixed issues with HDR not setting skybox textures properly&lt;br /&gt;
* Now requires a minimum of 2 votes to eject a commander.&lt;br /&gt;
&lt;br /&gt;
== 2.28.7 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 29/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added glow outlines to mines:&lt;br /&gt;
** Appears along side the original warning icon, the outline turns green if the mine is being defused.&lt;br /&gt;
** Also added a display timer for the defusal skill so that players can see the defusal progress.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where players could be awarded points for healing other players much faster than intended.&lt;br /&gt;
* Removed the dissolve &#039;fadeout&#039; effect from tanks. There were underlying issues with it&#039;s implementation where the server would have to find and remove anything in the entities&#039; hierarchy that wasn&#039;t &#039;dissolved&#039;.&lt;br /&gt;
* Fixed an issue where vehicle wheels were not all being added to some of the physics engine checks. (4 out of 8 wheels for example).&lt;br /&gt;
** By default HL2 supports 4 wheel vehicles, empires vehicles have up to 8. Unknown what side effects this may have caused.&lt;br /&gt;
* Fixed some of the debug helper displays not showing for vehicles. (ent_bbox in developer mode)&lt;br /&gt;
* Removed the default GameConfig file and moved empires.FGD to the tools directory. The reason for this is that without a default file and the FGD file being in the tool directory; you can just launch the tool and it will create a GameConfig file that works for you. (Our default file didn&#039;t work and other games don&#039;t use a default.)&lt;br /&gt;
&lt;br /&gt;
=== Sound changes ===&lt;br /&gt;
* Added a custom soundmixer.txt script, which will allow us to tweak how sound groups are mixed in the game.&lt;br /&gt;
* Moved a lot of sound files to different directories to fully implement the built in sound-mixer system.&lt;br /&gt;
* Changed some volume levels and sound attenuation levels to hopefully improve how sounds mix together; the aim of this is to prevent some of the late game audio issues.&lt;br /&gt;
* Moved the building ambient sounds to the client instead of being in server code. Also fixed the method used to loop the sounds; which wasn&#039;t working properly.&lt;br /&gt;
* Building ambient sounds are now defined in the buildings.txt script rather than being hard-coded.&lt;br /&gt;
* Removed bullet flyby/near-miss sounds that we don&#039;t have license to use. We now use the near-miss sounds shipped with Half-Life 2.&lt;br /&gt;
* Fixed bullet flyby/near-miss sounds playing when the local player shoots. (Sound effects still happen on bullet ricochet effect)&lt;br /&gt;
* Fixed an issue where the sounds played at the end of the game wouldn&#039;t play. (You are victorious! / You have been defeated! / Win/Lose Music)&lt;br /&gt;
* Weapon silencer skill now varies based on weapon being fired. Previously the volume and sound attenuation was the same regardless of weapon. (Now percentage based of scripted sound attenuation)&lt;br /&gt;
** An example of this is scout rifle can be heard a farther distance with silencer than a pistol.&lt;br /&gt;
&lt;br /&gt;
== 2.28.6 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed missiles colliding with your own tank.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Changed the scout rifle sway model to be influenced by player speed. Increases sway in general.&lt;br /&gt;
* Sprinting while ironsighted now uses the correct run speed.&lt;br /&gt;
* Added a new ammo type for machine pistol:&lt;br /&gt;
** Scout gets 72 bullets by default&lt;br /&gt;
** All other classes get 54 bullets by default&lt;br /&gt;
* Reworked armors to shift some health to vehicle hull instead.&lt;br /&gt;
**Composite Armor&lt;br /&gt;
***Health 80-&amp;gt;77&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Health 125-&amp;gt;122&lt;br /&gt;
***Deflective Armor&lt;br /&gt;
***Health 75-&amp;gt;72&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
***Health 72-&amp;gt;70&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
***Health 68-&amp;gt;66&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
***Health 170-&amp;gt;165&lt;br /&gt;
**BE Heavy Tank&lt;br /&gt;
***Hull Health 225-&amp;gt;235&lt;br /&gt;
**NF Heavy Tank&lt;br /&gt;
***Hull Health 275-&amp;gt;285&lt;br /&gt;
**BE Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Light Tank&lt;br /&gt;
***Hull Health 150-&amp;gt;160&lt;br /&gt;
**BE Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
**NF Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
&lt;br /&gt;
== 2.28.5 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Scout binocular can now spot multiple targets with a cool-down of 5 seconds between each.&lt;br /&gt;
** Voice-over line has been removed from binoculars to avoid spam.&lt;br /&gt;
** Spot time :&lt;br /&gt;
*** Buildings =&amp;gt; 3 minutes&lt;br /&gt;
*** Vehicles =&amp;gt; 1 minute&lt;br /&gt;
*** Infantry =&amp;gt; 30 seconds&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug causing kill count on the scoreboard to reset when changing team/rejoining a server.&lt;br /&gt;
* Fixed the NF commander not being able to see his heat level.&lt;br /&gt;
* Fixed an issue with the anti-vehicle-spam timer display showing incorrect info.&lt;br /&gt;
* Fixed a typo that was causing the point cost display of squad heal not to work.&lt;br /&gt;
* Fixed a client-side bug that was allowing players to use certain skills without actually being that class. (Mine detection as an example)&lt;br /&gt;
* Fixed a bug where any vehicle damage caused by engineer tools couldn&#039;t be repaired.&lt;br /&gt;
* Fixed a few text issues relating to the chat messages printed when using squad skills.&lt;br /&gt;
* Reverted to the old method of collision for missiles during grace period, now that it is confirmed this wasn&#039;t causing a bug where vehicles fall through the map.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Scout now gets one more magazine for all weapons except for Heavy Pistol, shotgun pistol and scout rifle&lt;br /&gt;
** 3 magazines -&amp;gt; 4 magazines&lt;br /&gt;
* Deflective Armor - Slight nerf to compensate for the armor angle modifier now working vs vehicle machine guns&lt;br /&gt;
** APBulletResist 0.35-&amp;gt;0.1&lt;br /&gt;
** BulletExplosiveResist 0.45-&amp;gt;0.2&lt;br /&gt;
* Stamina upgrade changes:&lt;br /&gt;
** Stamina upgrade now reduces stamina consumption of sprint by 33% instead of 25%&lt;br /&gt;
** Stamina upgrade now reduces the stamina consumption of jump by 33% (originally 0%)&lt;br /&gt;
** Rifleman stamina recharge brought in line with other classes. (Previously lower)&lt;br /&gt;
&lt;br /&gt;
== 2.28.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server bug relating to angle modifier that caused a crash on servers.&lt;br /&gt;
* Fixed a typo on the new commander health text, added a space between the display and player name.&lt;br /&gt;
* Fixed an issue with NF repair station&#039;s collision mesh being offset slightly as of last patch.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Squad artillery changes:&lt;br /&gt;
** Moved spawn position from slightly below skybox to 4000 units above target, so it&#039;s a lot more consistent to use.&lt;br /&gt;
** Damage per shell 100-&amp;gt;150&lt;br /&gt;
** Damage type : KineticArt -&amp;gt; SquadArt (This change means only walls and non-CV vehicles will actually take 50% more damage.)&lt;br /&gt;
** Explosion force : 2000-&amp;gt;20000&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Glycencity ====&lt;br /&gt;
* Tweaked first BE spawns so players face the vehicle factory&lt;br /&gt;
* Added two level 2 ML turrets defending each vehicle factory&lt;br /&gt;
* Non-essential capture point resource gain reduced from 1.0 to 0.8 per second&lt;br /&gt;
* Fixed displacement seam in C2&lt;br /&gt;
* Minor displacement adjustments around middle NF spawn&lt;br /&gt;
* Fixed power line connections around NF 2nd flag&lt;br /&gt;
* Restored missing overlays from a structure in B5&lt;br /&gt;
* Fixed lighting origins on building flag icons&lt;br /&gt;
* AI-related optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.28.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 14/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added a new map-specific loading screen. When loading an official map there will be an image of the map displayed.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where vehicles were not being destroyed properly when killed.&lt;br /&gt;
* Fixed a crash relating to the voice status HUD element.&lt;br /&gt;
* Fixed a bug where bullet tracer effects wouldn&#039;t happen if they didn&#039;t hit anything.&lt;br /&gt;
* Fixed a bug which would cause missiles to explode when colliding with each other.&lt;br /&gt;
* Fixed a few typo&#039;s in the squad point changes introduced in 2.28.1&lt;br /&gt;
* Fixed a bug where if you were using two grenades on an apc, it would only fire one.&lt;br /&gt;
* Fixed machine gun muzzle flashes facing the wrong direction on NF heavy tank.&lt;br /&gt;
* Fixed a visual bug where there was a client/server mismatch when firing within the first 3 seconds of vehicle creation.&lt;br /&gt;
* Fixed vehicles being able to fire weapons whilst under water.&lt;br /&gt;
* Fixed vehicle machine guns ignoring armor angle modifiers. (Deflective armor)&lt;br /&gt;
* Fixed an issue with the NF repairpad. The root bone wasn&#039;t centered meaning the building placement could clip into other things when rotated.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Tweaked some building placement values to allow for easier building placement as commander.&lt;br /&gt;
&lt;br /&gt;
* The above angle modifier fix should buff Deflective/Composite armor against vehicle MG while nerfing Capacitive.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.&lt;br /&gt;
&lt;br /&gt;
== 2.28.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 09/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed squad targets being able to target projectiles.&lt;br /&gt;
* Fixed a few missile icons having no transparency.&lt;br /&gt;
* Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.&lt;br /&gt;
* Ammo/health crates now use client-side animation instead.&lt;br /&gt;
* Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.&lt;br /&gt;
* Changed the health thresholds for building smoke/fire effects:&lt;br /&gt;
** Yellow &#039;unbuilt&#039; smoke stays visible until the building is fully built. (Fades the more HP the structure has)&lt;br /&gt;
** Building has over 80% health = 0 smoke/flame particles&lt;br /&gt;
** Building has between 60% - 80% health = 1 smoke/flame particles&lt;br /&gt;
** Building has between 40% - 60% health = 2 smoke/flame particles&lt;br /&gt;
** Building has between 20% - 40% health = 3 smoke/flame particles&lt;br /&gt;
** Building has less than 20% health = 4 smoke/flame particles&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Small bug fixes, like holes in displacements.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Fixed a floating smoke particle attachment on NF barracks model.&lt;br /&gt;
* Added imperial and nf model folders to the default sv_pure config.&lt;br /&gt;
* Increased Brenodi barracks level of detail model (LOD4) distance from 400 -&amp;gt; 600 (To be consistent with NF)&lt;br /&gt;
&lt;br /&gt;
== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed two crashes in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed crash relating to the mini-map.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
* Changed behaviour of missile collision &#039;grace period&#039;, this is to try identify if this was the original cause of vehicles falling through the map.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
*Increase the weight of standard weapons to discourage chassis rush:&lt;br /&gt;
**Standard Cannon&lt;br /&gt;
***Weight 50-&amp;gt;65&lt;br /&gt;
**Standard ML&lt;br /&gt;
***Weight 30-&amp;gt;35&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Base Weight 634-&amp;gt;614&lt;br /&gt;
**NF LT&lt;br /&gt;
***Base Weight 523-&amp;gt;503&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain an additional quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9978</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9978"/>
		<updated>2020-04-03T16:01:29Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.8 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBD&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added armour penetration effect to vehicle damage&lt;br /&gt;
** When taking more than 30 damage at once, armour will take 90% damage, hull will take 10%.&lt;br /&gt;
* Added message informing about ticket drain when no spawns are available.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle spawners not respawning instantly when their vehicle is recycled&lt;br /&gt;
* Fixed issues with HDR not setting skybox textures properly&lt;br /&gt;
* Automatically reloads weapon and research scripts on map change&lt;br /&gt;
&lt;br /&gt;
== 2.28.7 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 29/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added glow outlines to mines:&lt;br /&gt;
** Appears along side the original warning icon, the outline turns green if the mine is being defused.&lt;br /&gt;
** Also added a display timer for the defusal skill so that players can see the defusal progress.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where players could be awarded points for healing other players much faster than intended.&lt;br /&gt;
* Removed the dissolve &#039;fadeout&#039; effect from tanks. There were underlying issues with it&#039;s implementation where the server would have to find and remove anything in the entities&#039; hierarchy that wasn&#039;t &#039;dissolved&#039;.&lt;br /&gt;
* Fixed an issue where vehicle wheels were not all being added to some of the physics engine checks. (4 out of 8 wheels for example).&lt;br /&gt;
** By default HL2 supports 4 wheel vehicles, empires vehicles have up to 8. Unknown what side effects this may have caused.&lt;br /&gt;
* Fixed some of the debug helper displays not showing for vehicles. (ent_bbox in developer mode)&lt;br /&gt;
* Removed the default GameConfig file and moved empires.FGD to the tools directory. The reason for this is that without a default file and the FGD file being in the tool directory; you can just launch the tool and it will create a GameConfig file that works for you. (Our default file didn&#039;t work and other games don&#039;t use a default.)&lt;br /&gt;
&lt;br /&gt;
=== Sound changes ===&lt;br /&gt;
* Added a custom soundmixer.txt script, which will allow us to tweak how sound groups are mixed in the game.&lt;br /&gt;
* Moved a lot of sound files to different directories to fully implement the built in sound-mixer system.&lt;br /&gt;
* Changed some volume levels and sound attenuation levels to hopefully improve how sounds mix together; the aim of this is to prevent some of the late game audio issues.&lt;br /&gt;
* Moved the building ambient sounds to the client instead of being in server code. Also fixed the method used to loop the sounds; which wasn&#039;t working properly.&lt;br /&gt;
* Building ambient sounds are now defined in the buildings.txt script rather than being hard-coded.&lt;br /&gt;
* Removed bullet flyby/near-miss sounds that we don&#039;t have license to use. We now use the near-miss sounds shipped with Half-Life 2.&lt;br /&gt;
* Fixed bullet flyby/near-miss sounds playing when the local player shoots. (Sound effects still happen on bullet ricochet effect)&lt;br /&gt;
* Fixed an issue where the sounds played at the end of the game wouldn&#039;t play. (You are victorious! / You have been defeated! / Win/Lose Music)&lt;br /&gt;
* Weapon silencer skill now varies based on weapon being fired. Previously the volume and sound attenuation was the same regardless of weapon. (Now percentage based of scripted sound attenuation)&lt;br /&gt;
** An example of this is scout rifle can be heard a farther distance with silencer than a pistol.&lt;br /&gt;
&lt;br /&gt;
== 2.28.6 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed missiles colliding with your own tank.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Changed the scout rifle sway model to be influenced by player speed. Increases sway in general.&lt;br /&gt;
* Sprinting while ironsighted now uses the correct run speed.&lt;br /&gt;
* Added a new ammo type for machine pistol:&lt;br /&gt;
** Scout gets 72 bullets by default&lt;br /&gt;
** All other classes get 54 bullets by default&lt;br /&gt;
* Reworked armors to shift some health to vehicle hull instead.&lt;br /&gt;
**Composite Armor&lt;br /&gt;
***Health 80-&amp;gt;77&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Health 125-&amp;gt;122&lt;br /&gt;
***Deflective Armor&lt;br /&gt;
***Health 75-&amp;gt;72&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
***Health 72-&amp;gt;70&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
***Health 68-&amp;gt;66&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
***Health 170-&amp;gt;165&lt;br /&gt;
**BE Heavy Tank&lt;br /&gt;
***Hull Health 225-&amp;gt;235&lt;br /&gt;
**NF Heavy Tank&lt;br /&gt;
***Hull Health 275-&amp;gt;285&lt;br /&gt;
**BE Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Light Tank&lt;br /&gt;
***Hull Health 150-&amp;gt;160&lt;br /&gt;
**BE Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
**NF Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
&lt;br /&gt;
== 2.28.5 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Scout binocular can now spot multiple targets with a cool-down of 5 seconds between each.&lt;br /&gt;
** Voice-over line has been removed from binoculars to avoid spam.&lt;br /&gt;
** Spot time :&lt;br /&gt;
*** Buildings =&amp;gt; 3 minutes&lt;br /&gt;
*** Vehicles =&amp;gt; 1 minute&lt;br /&gt;
*** Infantry =&amp;gt; 30 seconds&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug causing kill count on the scoreboard to reset when changing team/rejoining a server.&lt;br /&gt;
* Fixed the NF commander not being able to see his heat level.&lt;br /&gt;
* Fixed an issue with the anti-vehicle-spam timer display showing incorrect info.&lt;br /&gt;
* Fixed a typo that was causing the point cost display of squad heal not to work.&lt;br /&gt;
* Fixed a client-side bug that was allowing players to use certain skills without actually being that class. (Mine detection as an example)&lt;br /&gt;
* Fixed a bug where any vehicle damage caused by engineer tools couldn&#039;t be repaired.&lt;br /&gt;
* Fixed a few text issues relating to the chat messages printed when using squad skills.&lt;br /&gt;
* Reverted to the old method of collision for missiles during grace period, now that it is confirmed this wasn&#039;t causing a bug where vehicles fall through the map.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Scout now gets one more magazine for all weapons except for Heavy Pistol, shotgun pistol and scout rifle&lt;br /&gt;
** 3 magazines -&amp;gt; 4 magazines&lt;br /&gt;
* Deflective Armor - Slight nerf to compensate for the armor angle modifier now working vs vehicle machine guns&lt;br /&gt;
** APBulletResist 0.35-&amp;gt;0.1&lt;br /&gt;
** BulletExplosiveResist 0.45-&amp;gt;0.2&lt;br /&gt;
* Stamina upgrade changes:&lt;br /&gt;
** Stamina upgrade now reduces stamina consumption of sprint by 33% instead of 25%&lt;br /&gt;
** Stamina upgrade now reduces the stamina consumption of jump by 33% (originally 0%)&lt;br /&gt;
** Rifleman stamina recharge brought in line with other classes. (Previously lower)&lt;br /&gt;
&lt;br /&gt;
== 2.28.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server bug relating to angle modifier that caused a crash on servers.&lt;br /&gt;
* Fixed a typo on the new commander health text, added a space between the display and player name.&lt;br /&gt;
* Fixed an issue with NF repair station&#039;s collision mesh being offset slightly as of last patch.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Squad artillery changes:&lt;br /&gt;
** Moved spawn position from slightly below skybox to 4000 units above target, so it&#039;s a lot more consistent to use.&lt;br /&gt;
** Damage per shell 100-&amp;gt;150&lt;br /&gt;
** Damage type : KineticArt -&amp;gt; SquadArt (This change means only walls and non-CV vehicles will actually take 50% more damage.)&lt;br /&gt;
** Explosion force : 2000-&amp;gt;20000&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Glycencity ====&lt;br /&gt;
* Tweaked first BE spawns so players face the vehicle factory&lt;br /&gt;
* Added two level 2 ML turrets defending each vehicle factory&lt;br /&gt;
* Non-essential capture point resource gain reduced from 1.0 to 0.8 per second&lt;br /&gt;
* Fixed displacement seam in C2&lt;br /&gt;
* Minor displacement adjustments around middle NF spawn&lt;br /&gt;
* Fixed power line connections around NF 2nd flag&lt;br /&gt;
* Restored missing overlays from a structure in B5&lt;br /&gt;
* Fixed lighting origins on building flag icons&lt;br /&gt;
* AI-related optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.28.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 14/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added a new map-specific loading screen. When loading an official map there will be an image of the map displayed.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where vehicles were not being destroyed properly when killed.&lt;br /&gt;
* Fixed a crash relating to the voice status HUD element.&lt;br /&gt;
* Fixed a bug where bullet tracer effects wouldn&#039;t happen if they didn&#039;t hit anything.&lt;br /&gt;
* Fixed a bug which would cause missiles to explode when colliding with each other.&lt;br /&gt;
* Fixed a few typo&#039;s in the squad point changes introduced in 2.28.1&lt;br /&gt;
* Fixed a bug where if you were using two grenades on an apc, it would only fire one.&lt;br /&gt;
* Fixed machine gun muzzle flashes facing the wrong direction on NF heavy tank.&lt;br /&gt;
* Fixed a visual bug where there was a client/server mismatch when firing within the first 3 seconds of vehicle creation.&lt;br /&gt;
* Fixed vehicles being able to fire weapons whilst under water.&lt;br /&gt;
* Fixed vehicle machine guns ignoring armor angle modifiers. (Deflective armor)&lt;br /&gt;
* Fixed an issue with the NF repairpad. The root bone wasn&#039;t centered meaning the building placement could clip into other things when rotated.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Tweaked some building placement values to allow for easier building placement as commander.&lt;br /&gt;
&lt;br /&gt;
* The above angle modifier fix should buff Deflective/Composite armor against vehicle MG while nerfing Capacitive.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.&lt;br /&gt;
&lt;br /&gt;
== 2.28.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 09/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed squad targets being able to target projectiles.&lt;br /&gt;
* Fixed a few missile icons having no transparency.&lt;br /&gt;
* Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.&lt;br /&gt;
* Ammo/health crates now use client-side animation instead.&lt;br /&gt;
* Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.&lt;br /&gt;
* Changed the health thresholds for building smoke/fire effects:&lt;br /&gt;
** Yellow &#039;unbuilt&#039; smoke stays visible until the building is fully built. (Fades the more HP the structure has)&lt;br /&gt;
** Building has over 80% health = 0 smoke/flame particles&lt;br /&gt;
** Building has between 60% - 80% health = 1 smoke/flame particles&lt;br /&gt;
** Building has between 40% - 60% health = 2 smoke/flame particles&lt;br /&gt;
** Building has between 20% - 40% health = 3 smoke/flame particles&lt;br /&gt;
** Building has less than 20% health = 4 smoke/flame particles&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Small bug fixes, like holes in displacements.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Fixed a floating smoke particle attachment on NF barracks model.&lt;br /&gt;
* Added imperial and nf model folders to the default sv_pure config.&lt;br /&gt;
* Increased Brenodi barracks level of detail model (LOD4) distance from 400 -&amp;gt; 600 (To be consistent with NF)&lt;br /&gt;
&lt;br /&gt;
== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed two crashes in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed crash relating to the mini-map.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
* Changed behaviour of missile collision &#039;grace period&#039;, this is to try identify if this was the original cause of vehicles falling through the map.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
*Increase the weight of standard weapons to discourage chassis rush:&lt;br /&gt;
**Standard Cannon&lt;br /&gt;
***Weight 50-&amp;gt;65&lt;br /&gt;
**Standard ML&lt;br /&gt;
***Weight 30-&amp;gt;35&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Base Weight 634-&amp;gt;614&lt;br /&gt;
**NF LT&lt;br /&gt;
***Base Weight 523-&amp;gt;503&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain an additional quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9977</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9977"/>
		<updated>2020-04-03T16:00:34Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.8 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBD&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added armour penetration effect to vehicle damage&lt;br /&gt;
** When taking more than 30 damage at once, armour will take 90% damage, hull will take 10%.&lt;br /&gt;
* Added message informing about ticket drain when no spawns are available.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle spawners not respawning instantly when their vehicle is recycled&lt;br /&gt;
* Fixed issues with HDR not setting skybox textures properly&lt;br /&gt;
&lt;br /&gt;
== 2.28.7 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 29/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added glow outlines to mines:&lt;br /&gt;
** Appears along side the original warning icon, the outline turns green if the mine is being defused.&lt;br /&gt;
** Also added a display timer for the defusal skill so that players can see the defusal progress.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where players could be awarded points for healing other players much faster than intended.&lt;br /&gt;
* Removed the dissolve &#039;fadeout&#039; effect from tanks. There were underlying issues with it&#039;s implementation where the server would have to find and remove anything in the entities&#039; hierarchy that wasn&#039;t &#039;dissolved&#039;.&lt;br /&gt;
* Fixed an issue where vehicle wheels were not all being added to some of the physics engine checks. (4 out of 8 wheels for example).&lt;br /&gt;
** By default HL2 supports 4 wheel vehicles, empires vehicles have up to 8. Unknown what side effects this may have caused.&lt;br /&gt;
* Fixed some of the debug helper displays not showing for vehicles. (ent_bbox in developer mode)&lt;br /&gt;
* Removed the default GameConfig file and moved empires.FGD to the tools directory. The reason for this is that without a default file and the FGD file being in the tool directory; you can just launch the tool and it will create a GameConfig file that works for you. (Our default file didn&#039;t work and other games don&#039;t use a default.)&lt;br /&gt;
&lt;br /&gt;
=== Sound changes ===&lt;br /&gt;
* Added a custom soundmixer.txt script, which will allow us to tweak how sound groups are mixed in the game.&lt;br /&gt;
* Moved a lot of sound files to different directories to fully implement the built in sound-mixer system.&lt;br /&gt;
* Changed some volume levels and sound attenuation levels to hopefully improve how sounds mix together; the aim of this is to prevent some of the late game audio issues.&lt;br /&gt;
* Moved the building ambient sounds to the client instead of being in server code. Also fixed the method used to loop the sounds; which wasn&#039;t working properly.&lt;br /&gt;
* Building ambient sounds are now defined in the buildings.txt script rather than being hard-coded.&lt;br /&gt;
* Removed bullet flyby/near-miss sounds that we don&#039;t have license to use. We now use the near-miss sounds shipped with Half-Life 2.&lt;br /&gt;
* Fixed bullet flyby/near-miss sounds playing when the local player shoots. (Sound effects still happen on bullet ricochet effect)&lt;br /&gt;
* Fixed an issue where the sounds played at the end of the game wouldn&#039;t play. (You are victorious! / You have been defeated! / Win/Lose Music)&lt;br /&gt;
* Weapon silencer skill now varies based on weapon being fired. Previously the volume and sound attenuation was the same regardless of weapon. (Now percentage based of scripted sound attenuation)&lt;br /&gt;
** An example of this is scout rifle can be heard a farther distance with silencer than a pistol.&lt;br /&gt;
&lt;br /&gt;
== 2.28.6 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed missiles colliding with your own tank.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Changed the scout rifle sway model to be influenced by player speed. Increases sway in general.&lt;br /&gt;
* Sprinting while ironsighted now uses the correct run speed.&lt;br /&gt;
* Added a new ammo type for machine pistol:&lt;br /&gt;
** Scout gets 72 bullets by default&lt;br /&gt;
** All other classes get 54 bullets by default&lt;br /&gt;
* Reworked armors to shift some health to vehicle hull instead.&lt;br /&gt;
**Composite Armor&lt;br /&gt;
***Health 80-&amp;gt;77&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Health 125-&amp;gt;122&lt;br /&gt;
***Deflective Armor&lt;br /&gt;
***Health 75-&amp;gt;72&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
***Health 72-&amp;gt;70&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
***Health 68-&amp;gt;66&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
***Health 170-&amp;gt;165&lt;br /&gt;
**BE Heavy Tank&lt;br /&gt;
***Hull Health 225-&amp;gt;235&lt;br /&gt;
**NF Heavy Tank&lt;br /&gt;
***Hull Health 275-&amp;gt;285&lt;br /&gt;
**BE Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Light Tank&lt;br /&gt;
***Hull Health 150-&amp;gt;160&lt;br /&gt;
**BE Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
**NF Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
&lt;br /&gt;
== 2.28.5 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Scout binocular can now spot multiple targets with a cool-down of 5 seconds between each.&lt;br /&gt;
** Voice-over line has been removed from binoculars to avoid spam.&lt;br /&gt;
** Spot time :&lt;br /&gt;
*** Buildings =&amp;gt; 3 minutes&lt;br /&gt;
*** Vehicles =&amp;gt; 1 minute&lt;br /&gt;
*** Infantry =&amp;gt; 30 seconds&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug causing kill count on the scoreboard to reset when changing team/rejoining a server.&lt;br /&gt;
* Fixed the NF commander not being able to see his heat level.&lt;br /&gt;
* Fixed an issue with the anti-vehicle-spam timer display showing incorrect info.&lt;br /&gt;
* Fixed a typo that was causing the point cost display of squad heal not to work.&lt;br /&gt;
* Fixed a client-side bug that was allowing players to use certain skills without actually being that class. (Mine detection as an example)&lt;br /&gt;
* Fixed a bug where any vehicle damage caused by engineer tools couldn&#039;t be repaired.&lt;br /&gt;
* Fixed a few text issues relating to the chat messages printed when using squad skills.&lt;br /&gt;
* Reverted to the old method of collision for missiles during grace period, now that it is confirmed this wasn&#039;t causing a bug where vehicles fall through the map.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Scout now gets one more magazine for all weapons except for Heavy Pistol, shotgun pistol and scout rifle&lt;br /&gt;
** 3 magazines -&amp;gt; 4 magazines&lt;br /&gt;
* Deflective Armor - Slight nerf to compensate for the armor angle modifier now working vs vehicle machine guns&lt;br /&gt;
** APBulletResist 0.35-&amp;gt;0.1&lt;br /&gt;
** BulletExplosiveResist 0.45-&amp;gt;0.2&lt;br /&gt;
* Stamina upgrade changes:&lt;br /&gt;
** Stamina upgrade now reduces stamina consumption of sprint by 33% instead of 25%&lt;br /&gt;
** Stamina upgrade now reduces the stamina consumption of jump by 33% (originally 0%)&lt;br /&gt;
** Rifleman stamina recharge brought in line with other classes. (Previously lower)&lt;br /&gt;
&lt;br /&gt;
== 2.28.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server bug relating to angle modifier that caused a crash on servers.&lt;br /&gt;
* Fixed a typo on the new commander health text, added a space between the display and player name.&lt;br /&gt;
* Fixed an issue with NF repair station&#039;s collision mesh being offset slightly as of last patch.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Squad artillery changes:&lt;br /&gt;
** Moved spawn position from slightly below skybox to 4000 units above target, so it&#039;s a lot more consistent to use.&lt;br /&gt;
** Damage per shell 100-&amp;gt;150&lt;br /&gt;
** Damage type : KineticArt -&amp;gt; SquadArt (This change means only walls and non-CV vehicles will actually take 50% more damage.)&lt;br /&gt;
** Explosion force : 2000-&amp;gt;20000&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Glycencity ====&lt;br /&gt;
* Tweaked first BE spawns so players face the vehicle factory&lt;br /&gt;
* Added two level 2 ML turrets defending each vehicle factory&lt;br /&gt;
* Non-essential capture point resource gain reduced from 1.0 to 0.8 per second&lt;br /&gt;
* Fixed displacement seam in C2&lt;br /&gt;
* Minor displacement adjustments around middle NF spawn&lt;br /&gt;
* Fixed power line connections around NF 2nd flag&lt;br /&gt;
* Restored missing overlays from a structure in B5&lt;br /&gt;
* Fixed lighting origins on building flag icons&lt;br /&gt;
* AI-related optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.28.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 14/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added a new map-specific loading screen. When loading an official map there will be an image of the map displayed.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where vehicles were not being destroyed properly when killed.&lt;br /&gt;
* Fixed a crash relating to the voice status HUD element.&lt;br /&gt;
* Fixed a bug where bullet tracer effects wouldn&#039;t happen if they didn&#039;t hit anything.&lt;br /&gt;
* Fixed a bug which would cause missiles to explode when colliding with each other.&lt;br /&gt;
* Fixed a few typo&#039;s in the squad point changes introduced in 2.28.1&lt;br /&gt;
* Fixed a bug where if you were using two grenades on an apc, it would only fire one.&lt;br /&gt;
* Fixed machine gun muzzle flashes facing the wrong direction on NF heavy tank.&lt;br /&gt;
* Fixed a visual bug where there was a client/server mismatch when firing within the first 3 seconds of vehicle creation.&lt;br /&gt;
* Fixed vehicles being able to fire weapons whilst under water.&lt;br /&gt;
* Fixed vehicle machine guns ignoring armor angle modifiers. (Deflective armor)&lt;br /&gt;
* Fixed an issue with the NF repairpad. The root bone wasn&#039;t centered meaning the building placement could clip into other things when rotated.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Tweaked some building placement values to allow for easier building placement as commander.&lt;br /&gt;
&lt;br /&gt;
* The above angle modifier fix should buff Deflective/Composite armor against vehicle MG while nerfing Capacitive.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.&lt;br /&gt;
&lt;br /&gt;
== 2.28.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 09/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed squad targets being able to target projectiles.&lt;br /&gt;
* Fixed a few missile icons having no transparency.&lt;br /&gt;
* Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.&lt;br /&gt;
* Ammo/health crates now use client-side animation instead.&lt;br /&gt;
* Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.&lt;br /&gt;
* Changed the health thresholds for building smoke/fire effects:&lt;br /&gt;
** Yellow &#039;unbuilt&#039; smoke stays visible until the building is fully built. (Fades the more HP the structure has)&lt;br /&gt;
** Building has over 80% health = 0 smoke/flame particles&lt;br /&gt;
** Building has between 60% - 80% health = 1 smoke/flame particles&lt;br /&gt;
** Building has between 40% - 60% health = 2 smoke/flame particles&lt;br /&gt;
** Building has between 20% - 40% health = 3 smoke/flame particles&lt;br /&gt;
** Building has less than 20% health = 4 smoke/flame particles&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Small bug fixes, like holes in displacements.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Fixed a floating smoke particle attachment on NF barracks model.&lt;br /&gt;
* Added imperial and nf model folders to the default sv_pure config.&lt;br /&gt;
* Increased Brenodi barracks level of detail model (LOD4) distance from 400 -&amp;gt; 600 (To be consistent with NF)&lt;br /&gt;
&lt;br /&gt;
== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed two crashes in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed crash relating to the mini-map.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
* Changed behaviour of missile collision &#039;grace period&#039;, this is to try identify if this was the original cause of vehicles falling through the map.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
*Increase the weight of standard weapons to discourage chassis rush:&lt;br /&gt;
**Standard Cannon&lt;br /&gt;
***Weight 50-&amp;gt;65&lt;br /&gt;
**Standard ML&lt;br /&gt;
***Weight 30-&amp;gt;35&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Base Weight 634-&amp;gt;614&lt;br /&gt;
**NF LT&lt;br /&gt;
***Base Weight 523-&amp;gt;503&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain an additional quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9976</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9976"/>
		<updated>2020-04-03T15:57:09Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.8 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBD&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added armour penetration effect to vehicle damage&lt;br /&gt;
** When taking more than 30 damage at once, armour will take 90% damage, hull will take 10%.&lt;br /&gt;
* Added message informing about ticket drain when no spawns are available.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed vehicle spawners not respawning instantly when their vehicle is recycled&lt;br /&gt;
&lt;br /&gt;
== 2.28.7 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 29/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added glow outlines to mines:&lt;br /&gt;
** Appears along side the original warning icon, the outline turns green if the mine is being defused.&lt;br /&gt;
** Also added a display timer for the defusal skill so that players can see the defusal progress.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where players could be awarded points for healing other players much faster than intended.&lt;br /&gt;
* Removed the dissolve &#039;fadeout&#039; effect from tanks. There were underlying issues with it&#039;s implementation where the server would have to find and remove anything in the entities&#039; hierarchy that wasn&#039;t &#039;dissolved&#039;.&lt;br /&gt;
* Fixed an issue where vehicle wheels were not all being added to some of the physics engine checks. (4 out of 8 wheels for example).&lt;br /&gt;
** By default HL2 supports 4 wheel vehicles, empires vehicles have up to 8. Unknown what side effects this may have caused.&lt;br /&gt;
* Fixed some of the debug helper displays not showing for vehicles. (ent_bbox in developer mode)&lt;br /&gt;
* Removed the default GameConfig file and moved empires.FGD to the tools directory. The reason for this is that without a default file and the FGD file being in the tool directory; you can just launch the tool and it will create a GameConfig file that works for you. (Our default file didn&#039;t work and other games don&#039;t use a default.)&lt;br /&gt;
&lt;br /&gt;
=== Sound changes ===&lt;br /&gt;
* Added a custom soundmixer.txt script, which will allow us to tweak how sound groups are mixed in the game.&lt;br /&gt;
* Moved a lot of sound files to different directories to fully implement the built in sound-mixer system.&lt;br /&gt;
* Changed some volume levels and sound attenuation levels to hopefully improve how sounds mix together; the aim of this is to prevent some of the late game audio issues.&lt;br /&gt;
* Moved the building ambient sounds to the client instead of being in server code. Also fixed the method used to loop the sounds; which wasn&#039;t working properly.&lt;br /&gt;
* Building ambient sounds are now defined in the buildings.txt script rather than being hard-coded.&lt;br /&gt;
* Removed bullet flyby/near-miss sounds that we don&#039;t have license to use. We now use the near-miss sounds shipped with Half-Life 2.&lt;br /&gt;
* Fixed bullet flyby/near-miss sounds playing when the local player shoots. (Sound effects still happen on bullet ricochet effect)&lt;br /&gt;
* Fixed an issue where the sounds played at the end of the game wouldn&#039;t play. (You are victorious! / You have been defeated! / Win/Lose Music)&lt;br /&gt;
* Weapon silencer skill now varies based on weapon being fired. Previously the volume and sound attenuation was the same regardless of weapon. (Now percentage based of scripted sound attenuation)&lt;br /&gt;
** An example of this is scout rifle can be heard a farther distance with silencer than a pistol.&lt;br /&gt;
&lt;br /&gt;
== 2.28.6 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed missiles colliding with your own tank.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Changed the scout rifle sway model to be influenced by player speed. Increases sway in general.&lt;br /&gt;
* Sprinting while ironsighted now uses the correct run speed.&lt;br /&gt;
* Added a new ammo type for machine pistol:&lt;br /&gt;
** Scout gets 72 bullets by default&lt;br /&gt;
** All other classes get 54 bullets by default&lt;br /&gt;
* Reworked armors to shift some health to vehicle hull instead.&lt;br /&gt;
**Composite Armor&lt;br /&gt;
***Health 80-&amp;gt;77&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Health 125-&amp;gt;122&lt;br /&gt;
***Deflective Armor&lt;br /&gt;
***Health 75-&amp;gt;72&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
***Health 72-&amp;gt;70&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
***Health 68-&amp;gt;66&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
***Health 170-&amp;gt;165&lt;br /&gt;
**BE Heavy Tank&lt;br /&gt;
***Hull Health 225-&amp;gt;235&lt;br /&gt;
**NF Heavy Tank&lt;br /&gt;
***Hull Health 275-&amp;gt;285&lt;br /&gt;
**BE Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Light Tank&lt;br /&gt;
***Hull Health 150-&amp;gt;160&lt;br /&gt;
**BE Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
**NF Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
&lt;br /&gt;
== 2.28.5 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Scout binocular can now spot multiple targets with a cool-down of 5 seconds between each.&lt;br /&gt;
** Voice-over line has been removed from binoculars to avoid spam.&lt;br /&gt;
** Spot time :&lt;br /&gt;
*** Buildings =&amp;gt; 3 minutes&lt;br /&gt;
*** Vehicles =&amp;gt; 1 minute&lt;br /&gt;
*** Infantry =&amp;gt; 30 seconds&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug causing kill count on the scoreboard to reset when changing team/rejoining a server.&lt;br /&gt;
* Fixed the NF commander not being able to see his heat level.&lt;br /&gt;
* Fixed an issue with the anti-vehicle-spam timer display showing incorrect info.&lt;br /&gt;
* Fixed a typo that was causing the point cost display of squad heal not to work.&lt;br /&gt;
* Fixed a client-side bug that was allowing players to use certain skills without actually being that class. (Mine detection as an example)&lt;br /&gt;
* Fixed a bug where any vehicle damage caused by engineer tools couldn&#039;t be repaired.&lt;br /&gt;
* Fixed a few text issues relating to the chat messages printed when using squad skills.&lt;br /&gt;
* Reverted to the old method of collision for missiles during grace period, now that it is confirmed this wasn&#039;t causing a bug where vehicles fall through the map.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Scout now gets one more magazine for all weapons except for Heavy Pistol, shotgun pistol and scout rifle&lt;br /&gt;
** 3 magazines -&amp;gt; 4 magazines&lt;br /&gt;
* Deflective Armor - Slight nerf to compensate for the armor angle modifier now working vs vehicle machine guns&lt;br /&gt;
** APBulletResist 0.35-&amp;gt;0.1&lt;br /&gt;
** BulletExplosiveResist 0.45-&amp;gt;0.2&lt;br /&gt;
* Stamina upgrade changes:&lt;br /&gt;
** Stamina upgrade now reduces stamina consumption of sprint by 33% instead of 25%&lt;br /&gt;
** Stamina upgrade now reduces the stamina consumption of jump by 33% (originally 0%)&lt;br /&gt;
** Rifleman stamina recharge brought in line with other classes. (Previously lower)&lt;br /&gt;
&lt;br /&gt;
== 2.28.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server bug relating to angle modifier that caused a crash on servers.&lt;br /&gt;
* Fixed a typo on the new commander health text, added a space between the display and player name.&lt;br /&gt;
* Fixed an issue with NF repair station&#039;s collision mesh being offset slightly as of last patch.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Squad artillery changes:&lt;br /&gt;
** Moved spawn position from slightly below skybox to 4000 units above target, so it&#039;s a lot more consistent to use.&lt;br /&gt;
** Damage per shell 100-&amp;gt;150&lt;br /&gt;
** Damage type : KineticArt -&amp;gt; SquadArt (This change means only walls and non-CV vehicles will actually take 50% more damage.)&lt;br /&gt;
** Explosion force : 2000-&amp;gt;20000&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Glycencity ====&lt;br /&gt;
* Tweaked first BE spawns so players face the vehicle factory&lt;br /&gt;
* Added two level 2 ML turrets defending each vehicle factory&lt;br /&gt;
* Non-essential capture point resource gain reduced from 1.0 to 0.8 per second&lt;br /&gt;
* Fixed displacement seam in C2&lt;br /&gt;
* Minor displacement adjustments around middle NF spawn&lt;br /&gt;
* Fixed power line connections around NF 2nd flag&lt;br /&gt;
* Restored missing overlays from a structure in B5&lt;br /&gt;
* Fixed lighting origins on building flag icons&lt;br /&gt;
* AI-related optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.28.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 14/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added a new map-specific loading screen. When loading an official map there will be an image of the map displayed.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where vehicles were not being destroyed properly when killed.&lt;br /&gt;
* Fixed a crash relating to the voice status HUD element.&lt;br /&gt;
* Fixed a bug where bullet tracer effects wouldn&#039;t happen if they didn&#039;t hit anything.&lt;br /&gt;
* Fixed a bug which would cause missiles to explode when colliding with each other.&lt;br /&gt;
* Fixed a few typo&#039;s in the squad point changes introduced in 2.28.1&lt;br /&gt;
* Fixed a bug where if you were using two grenades on an apc, it would only fire one.&lt;br /&gt;
* Fixed machine gun muzzle flashes facing the wrong direction on NF heavy tank.&lt;br /&gt;
* Fixed a visual bug where there was a client/server mismatch when firing within the first 3 seconds of vehicle creation.&lt;br /&gt;
* Fixed vehicles being able to fire weapons whilst under water.&lt;br /&gt;
* Fixed vehicle machine guns ignoring armor angle modifiers. (Deflective armor)&lt;br /&gt;
* Fixed an issue with the NF repairpad. The root bone wasn&#039;t centered meaning the building placement could clip into other things when rotated.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Tweaked some building placement values to allow for easier building placement as commander.&lt;br /&gt;
&lt;br /&gt;
* The above angle modifier fix should buff Deflective/Composite armor against vehicle MG while nerfing Capacitive.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.&lt;br /&gt;
&lt;br /&gt;
== 2.28.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 09/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed squad targets being able to target projectiles.&lt;br /&gt;
* Fixed a few missile icons having no transparency.&lt;br /&gt;
* Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.&lt;br /&gt;
* Ammo/health crates now use client-side animation instead.&lt;br /&gt;
* Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.&lt;br /&gt;
* Changed the health thresholds for building smoke/fire effects:&lt;br /&gt;
** Yellow &#039;unbuilt&#039; smoke stays visible until the building is fully built. (Fades the more HP the structure has)&lt;br /&gt;
** Building has over 80% health = 0 smoke/flame particles&lt;br /&gt;
** Building has between 60% - 80% health = 1 smoke/flame particles&lt;br /&gt;
** Building has between 40% - 60% health = 2 smoke/flame particles&lt;br /&gt;
** Building has between 20% - 40% health = 3 smoke/flame particles&lt;br /&gt;
** Building has less than 20% health = 4 smoke/flame particles&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Small bug fixes, like holes in displacements.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Fixed a floating smoke particle attachment on NF barracks model.&lt;br /&gt;
* Added imperial and nf model folders to the default sv_pure config.&lt;br /&gt;
* Increased Brenodi barracks level of detail model (LOD4) distance from 400 -&amp;gt; 600 (To be consistent with NF)&lt;br /&gt;
&lt;br /&gt;
== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed two crashes in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed crash relating to the mini-map.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
* Changed behaviour of missile collision &#039;grace period&#039;, this is to try identify if this was the original cause of vehicles falling through the map.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
*Increase the weight of standard weapons to discourage chassis rush:&lt;br /&gt;
**Standard Cannon&lt;br /&gt;
***Weight 50-&amp;gt;65&lt;br /&gt;
**Standard ML&lt;br /&gt;
***Weight 30-&amp;gt;35&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Base Weight 634-&amp;gt;614&lt;br /&gt;
**NF LT&lt;br /&gt;
***Base Weight 523-&amp;gt;503&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain an additional quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9975</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9975"/>
		<updated>2020-04-03T15:36:32Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.8 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: TBD&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added armour penetration effect to vehicle damage&lt;br /&gt;
** When taking more than 30 damage at once, armour will take 90% damage, hull will take 10%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.28.7 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 29/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added glow outlines to mines:&lt;br /&gt;
** Appears along side the original warning icon, the outline turns green if the mine is being defused.&lt;br /&gt;
** Also added a display timer for the defusal skill so that players can see the defusal progress.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where players could be awarded points for healing other players much faster than intended.&lt;br /&gt;
* Removed the dissolve &#039;fadeout&#039; effect from tanks. There were underlying issues with it&#039;s implementation where the server would have to find and remove anything in the entities&#039; hierarchy that wasn&#039;t &#039;dissolved&#039;.&lt;br /&gt;
* Fixed an issue where vehicle wheels were not all being added to some of the physics engine checks. (4 out of 8 wheels for example).&lt;br /&gt;
** By default HL2 supports 4 wheel vehicles, empires vehicles have up to 8. Unknown what side effects this may have caused.&lt;br /&gt;
* Fixed some of the debug helper displays not showing for vehicles. (ent_bbox in developer mode)&lt;br /&gt;
* Removed the default GameConfig file and moved empires.FGD to the tools directory. The reason for this is that without a default file and the FGD file being in the tool directory; you can just launch the tool and it will create a GameConfig file that works for you. (Our default file didn&#039;t work and other games don&#039;t use a default.)&lt;br /&gt;
&lt;br /&gt;
=== Sound changes ===&lt;br /&gt;
* Added a custom soundmixer.txt script, which will allow us to tweak how sound groups are mixed in the game.&lt;br /&gt;
* Moved a lot of sound files to different directories to fully implement the built in sound-mixer system.&lt;br /&gt;
* Changed some volume levels and sound attenuation levels to hopefully improve how sounds mix together; the aim of this is to prevent some of the late game audio issues.&lt;br /&gt;
* Moved the building ambient sounds to the client instead of being in server code. Also fixed the method used to loop the sounds; which wasn&#039;t working properly.&lt;br /&gt;
* Building ambient sounds are now defined in the buildings.txt script rather than being hard-coded.&lt;br /&gt;
* Removed bullet flyby/near-miss sounds that we don&#039;t have license to use. We now use the near-miss sounds shipped with Half-Life 2.&lt;br /&gt;
* Fixed bullet flyby/near-miss sounds playing when the local player shoots. (Sound effects still happen on bullet ricochet effect)&lt;br /&gt;
* Fixed an issue where the sounds played at the end of the game wouldn&#039;t play. (You are victorious! / You have been defeated! / Win/Lose Music)&lt;br /&gt;
* Weapon silencer skill now varies based on weapon being fired. Previously the volume and sound attenuation was the same regardless of weapon. (Now percentage based of scripted sound attenuation)&lt;br /&gt;
** An example of this is scout rifle can be heard a farther distance with silencer than a pistol.&lt;br /&gt;
&lt;br /&gt;
== 2.28.6 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed missiles colliding with your own tank.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Changed the scout rifle sway model to be influenced by player speed. Increases sway in general.&lt;br /&gt;
* Sprinting while ironsighted now uses the correct run speed.&lt;br /&gt;
* Added a new ammo type for machine pistol:&lt;br /&gt;
** Scout gets 72 bullets by default&lt;br /&gt;
** All other classes get 54 bullets by default&lt;br /&gt;
* Reworked armors to shift some health to vehicle hull instead.&lt;br /&gt;
**Composite Armor&lt;br /&gt;
***Health 80-&amp;gt;77&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Health 125-&amp;gt;122&lt;br /&gt;
***Deflective Armor&lt;br /&gt;
***Health 75-&amp;gt;72&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
***Health 72-&amp;gt;70&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
***Health 68-&amp;gt;66&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
***Health 170-&amp;gt;165&lt;br /&gt;
**BE Heavy Tank&lt;br /&gt;
***Hull Health 225-&amp;gt;235&lt;br /&gt;
**NF Heavy Tank&lt;br /&gt;
***Hull Health 275-&amp;gt;285&lt;br /&gt;
**BE Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Medium Tank&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Hull Health 200-&amp;gt;210&lt;br /&gt;
**NF Light Tank&lt;br /&gt;
***Hull Health 150-&amp;gt;160&lt;br /&gt;
**BE Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
**NF Artillery Tank&lt;br /&gt;
***Hull Health 125-&amp;gt;130&lt;br /&gt;
&lt;br /&gt;
== 2.28.5 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/03/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Scout binocular can now spot multiple targets with a cool-down of 5 seconds between each.&lt;br /&gt;
** Voice-over line has been removed from binoculars to avoid spam.&lt;br /&gt;
** Spot time :&lt;br /&gt;
*** Buildings =&amp;gt; 3 minutes&lt;br /&gt;
*** Vehicles =&amp;gt; 1 minute&lt;br /&gt;
*** Infantry =&amp;gt; 30 seconds&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug causing kill count on the scoreboard to reset when changing team/rejoining a server.&lt;br /&gt;
* Fixed the NF commander not being able to see his heat level.&lt;br /&gt;
* Fixed an issue with the anti-vehicle-spam timer display showing incorrect info.&lt;br /&gt;
* Fixed a typo that was causing the point cost display of squad heal not to work.&lt;br /&gt;
* Fixed a client-side bug that was allowing players to use certain skills without actually being that class. (Mine detection as an example)&lt;br /&gt;
* Fixed a bug where any vehicle damage caused by engineer tools couldn&#039;t be repaired.&lt;br /&gt;
* Fixed a few text issues relating to the chat messages printed when using squad skills.&lt;br /&gt;
* Reverted to the old method of collision for missiles during grace period, now that it is confirmed this wasn&#039;t causing a bug where vehicles fall through the map.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Scout now gets one more magazine for all weapons except for Heavy Pistol, shotgun pistol and scout rifle&lt;br /&gt;
** 3 magazines -&amp;gt; 4 magazines&lt;br /&gt;
* Deflective Armor - Slight nerf to compensate for the armor angle modifier now working vs vehicle machine guns&lt;br /&gt;
** APBulletResist 0.35-&amp;gt;0.1&lt;br /&gt;
** BulletExplosiveResist 0.45-&amp;gt;0.2&lt;br /&gt;
* Stamina upgrade changes:&lt;br /&gt;
** Stamina upgrade now reduces stamina consumption of sprint by 33% instead of 25%&lt;br /&gt;
** Stamina upgrade now reduces the stamina consumption of jump by 33% (originally 0%)&lt;br /&gt;
** Rifleman stamina recharge brought in line with other classes. (Previously lower)&lt;br /&gt;
&lt;br /&gt;
== 2.28.4 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 15/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a server bug relating to angle modifier that caused a crash on servers.&lt;br /&gt;
* Fixed a typo on the new commander health text, added a space between the display and player name.&lt;br /&gt;
* Fixed an issue with NF repair station&#039;s collision mesh being offset slightly as of last patch.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Squad artillery changes:&lt;br /&gt;
** Moved spawn position from slightly below skybox to 4000 units above target, so it&#039;s a lot more consistent to use.&lt;br /&gt;
** Damage per shell 100-&amp;gt;150&lt;br /&gt;
** Damage type : KineticArt -&amp;gt; SquadArt (This change means only walls and non-CV vehicles will actually take 50% more damage.)&lt;br /&gt;
** Explosion force : 2000-&amp;gt;20000&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Glycencity ====&lt;br /&gt;
* Tweaked first BE spawns so players face the vehicle factory&lt;br /&gt;
* Added two level 2 ML turrets defending each vehicle factory&lt;br /&gt;
* Non-essential capture point resource gain reduced from 1.0 to 0.8 per second&lt;br /&gt;
* Fixed displacement seam in C2&lt;br /&gt;
* Minor displacement adjustments around middle NF spawn&lt;br /&gt;
* Fixed power line connections around NF 2nd flag&lt;br /&gt;
* Restored missing overlays from a structure in B5&lt;br /&gt;
* Fixed lighting origins on building flag icons&lt;br /&gt;
* AI-related optimisation&lt;br /&gt;
&lt;br /&gt;
== 2.28.3 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 14/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added a new map-specific loading screen. When loading an official map there will be an image of the map displayed.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed a bug where vehicles were not being destroyed properly when killed.&lt;br /&gt;
* Fixed a crash relating to the voice status HUD element.&lt;br /&gt;
* Fixed a bug where bullet tracer effects wouldn&#039;t happen if they didn&#039;t hit anything.&lt;br /&gt;
* Fixed a bug which would cause missiles to explode when colliding with each other.&lt;br /&gt;
* Fixed a few typo&#039;s in the squad point changes introduced in 2.28.1&lt;br /&gt;
* Fixed a bug where if you were using two grenades on an apc, it would only fire one.&lt;br /&gt;
* Fixed machine gun muzzle flashes facing the wrong direction on NF heavy tank.&lt;br /&gt;
* Fixed a visual bug where there was a client/server mismatch when firing within the first 3 seconds of vehicle creation.&lt;br /&gt;
* Fixed vehicles being able to fire weapons whilst under water.&lt;br /&gt;
* Fixed vehicle machine guns ignoring armor angle modifiers. (Deflective armor)&lt;br /&gt;
* Fixed an issue with the NF repairpad. The root bone wasn&#039;t centered meaning the building placement could clip into other things when rotated.&lt;br /&gt;
&lt;br /&gt;
=== Script/Game Balance ===&lt;br /&gt;
* Tweaked some building placement values to allow for easier building placement as commander.&lt;br /&gt;
&lt;br /&gt;
* The above angle modifier fix should buff Deflective/Composite armor against vehicle MG while nerfing Capacitive.&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.&lt;br /&gt;
&lt;br /&gt;
== 2.28.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 09/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed squad targets being able to target projectiles.&lt;br /&gt;
* Fixed a few missile icons having no transparency.&lt;br /&gt;
* Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.&lt;br /&gt;
* Ammo/health crates now use client-side animation instead.&lt;br /&gt;
* Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.&lt;br /&gt;
* Changed the health thresholds for building smoke/fire effects:&lt;br /&gt;
** Yellow &#039;unbuilt&#039; smoke stays visible until the building is fully built. (Fades the more HP the structure has)&lt;br /&gt;
** Building has over 80% health = 0 smoke/flame particles&lt;br /&gt;
** Building has between 60% - 80% health = 1 smoke/flame particles&lt;br /&gt;
** Building has between 40% - 60% health = 2 smoke/flame particles&lt;br /&gt;
** Building has between 20% - 40% health = 3 smoke/flame particles&lt;br /&gt;
** Building has less than 20% health = 4 smoke/flame particles&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Small bug fixes, like holes in displacements.&lt;br /&gt;
&lt;br /&gt;
=== Other Changes ===&lt;br /&gt;
* Fixed a floating smoke particle attachment on NF barracks model.&lt;br /&gt;
* Added imperial and nf model folders to the default sv_pure config.&lt;br /&gt;
* Increased Brenodi barracks level of detail model (LOD4) distance from 400 -&amp;gt; 600 (To be consistent with NF)&lt;br /&gt;
&lt;br /&gt;
== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 08/02/2020&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed two crashes in the class loadout VGUI panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research VGUI panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed crash relating to the mini-map.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of NPCs&lt;br /&gt;
* Fixed roadkills not crediting NPC kills correctly&lt;br /&gt;
* Fixed a bug regarding hitboxes. Headshots wouldn&#039;t register if the shot player was crouching.&lt;br /&gt;
* Changed behaviour of missile collision &#039;grace period&#039;, this is to try identify if this was the original cause of vehicles falling through the map.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
*Increase the weight of standard weapons to discourage chassis rush:&lt;br /&gt;
**Standard Cannon&lt;br /&gt;
***Weight 50-&amp;gt;65&lt;br /&gt;
**Standard ML&lt;br /&gt;
***Weight 30-&amp;gt;35&lt;br /&gt;
**BE AFV&lt;br /&gt;
***Base Weight 634-&amp;gt;614&lt;br /&gt;
**NF LT&lt;br /&gt;
***Base Weight 523-&amp;gt;503&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain an additional quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== Mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
** It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
** Several previously climbable spots are no longer climbable&lt;br /&gt;
** A few climbable spots were widened and visually adjusted&lt;br /&gt;
** Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
** The only access points are now the infantry-only bridges&lt;br /&gt;
** This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
** Each pillbox at the top of the dam now has a button&lt;br /&gt;
** When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9919</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9919"/>
		<updated>2020-01-13T19:05:16Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* 2.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9918</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9918"/>
		<updated>2020-01-13T19:04:25Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9917</id>
		<title>Version/2.28.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.28.x&amp;diff=9917"/>
		<updated>2020-01-13T19:04:10Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: Created page with &amp;quot;== 2.28 == &amp;lt;small&amp;gt;&amp;#039;&amp;#039;&amp;#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/small&amp;gt; === Features === * Players now gain points for damaging buildings rather than destroying them. (1 point every 200 da...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.28 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=9916</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=9916"/>
		<updated>2020-01-13T19:03:37Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the published versions of empires:&lt;br /&gt;
* [[Version/2.28.x|2.28.x]]&lt;br /&gt;
* [[Version/2.27.x|2.27.x]]&lt;br /&gt;
* [[Version/2.26.x|2.26.x]]&lt;br /&gt;
* [[Version/2.25.x|2.25.x]]&lt;br /&gt;
* [[Version/2.24.x|2.24.x]]&lt;br /&gt;
* [[Version/2.23.x|2.23.x]]&lt;br /&gt;
* [[Version/2.22.x|2.22.x]]&lt;br /&gt;
* [[Version/2.21.x|2.21.x]]&lt;br /&gt;
* [[Version/2.20.x|2.20.x]]&lt;br /&gt;
* [[Version/2.19.x|2.19.x]]&lt;br /&gt;
* [[Version/2.18.x|2.18.x]]&lt;br /&gt;
* [[Version/2.17.x|2.17.x]]&lt;br /&gt;
* [[Version/2.16.x|2.16.x]]&lt;br /&gt;
* [[Version/2.15.x|2.15.x]]&lt;br /&gt;
* [[Version/2.14.x|2.14.x]]&lt;br /&gt;
* [[Version/2.13.x|2.13.x]]&lt;br /&gt;
* [[Version/2.12.x|2.12.x]]&lt;br /&gt;
* [[Version/2.11.x|2.11.x]]&lt;br /&gt;
* [[Version/2.10.x|2.10.x]]&lt;br /&gt;
* [[Version/2.9.x|2.9.x]]&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>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9915</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9915"/>
		<updated>2020-01-13T19:01:34Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
* Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons&lt;br /&gt;
* Extended squad armour and damage to affect vehicles now&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9914</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9914"/>
		<updated>2020-01-13T18:55:24Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
* Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost&lt;br /&gt;
* Commander health status has been enhanced, now showing hull HP and armour separately&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9913</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9913"/>
		<updated>2020-01-12T13:41:53Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* mvalley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
==== mvalley ====&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9912</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9912"/>
		<updated>2020-01-12T13:41:36Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Map Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
== mvalley ==&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9911</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9911"/>
		<updated>2020-01-12T13:41:26Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* mvalley Map Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
== mvalley&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9910</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9910"/>
		<updated>2020-01-12T12:54:04Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* 2.27.2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
=== mvalley Map Update ===&lt;br /&gt;
* Raised crates clipping into the floor in dam building&lt;br /&gt;
* Readded missing brush in B4&lt;br /&gt;
* Fixed floating rope in D4&lt;br /&gt;
* Fixed texture seams in D4, B1, and D1&lt;br /&gt;
&lt;br /&gt;
* Adjusted displacements around the map&lt;br /&gt;
* It is now easier to see which slopes are climbable and which aren&#039;t&lt;br /&gt;
* Several previously climbable spots are no longer climbable&lt;br /&gt;
* A few climbable spots were widened and visually adjusted&lt;br /&gt;
* Vehicles may still make it up the slopes with enough speed and/or mines&lt;br /&gt;
&lt;br /&gt;
* The connector areas in B4 and D4 are no longer climbable by vehicles&lt;br /&gt;
* The only access points are now the infantry-only bridges&lt;br /&gt;
* This change is meant to incentivise infantry attacks to and from north&lt;br /&gt;
&lt;br /&gt;
* New dam doors override mechanic&lt;br /&gt;
* Each pillbox at the top of the dam now has a button&lt;br /&gt;
* When both buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9906</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9906"/>
		<updated>2019-12-30T16:52:43Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bug fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
* Fixed turrets not shooting at all types of npcs&lt;br /&gt;
* Fixed roadkills not crediting npc kills correctly&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9905</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9905"/>
		<updated>2019-12-30T16:51:56Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)&lt;br /&gt;
* Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Changed guided/homing missiles to become &amp;quot;dumb&amp;quot; missiles when out of guided/homing range, reduces load on server.&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button.&lt;br /&gt;
* Fixed a bug preventing vehicles from getting overheated.&lt;br /&gt;
* Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.&lt;br /&gt;
* Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing. &lt;br /&gt;
* Fixed a crash in the class loadout vgui panel.&lt;br /&gt;
* Fixed a crash in the commander&#039;s research vgui panel.&lt;br /&gt;
* Fixed crash related to ragdolls.&lt;br /&gt;
* Fixed crash when drawing debug circles.&lt;br /&gt;
* Fixed homing sound spamming every tick on clients instead of looping.&lt;br /&gt;
* Fixed HUD missile lock-on icon positioning overlapping the ammo counter.&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes.&lt;br /&gt;
* Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)&lt;br /&gt;
* Moved cursor to text field when editing chat rather than random spot on screen.&lt;br /&gt;
* Optimised some of the client-side code for drawing missile lock-on.&lt;br /&gt;
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Squad Charge cost 3-&amp;gt;2&lt;br /&gt;
* Armor regeneration delay reduced from 5 seconds to 4 seconds.&lt;br /&gt;
* Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1&lt;br /&gt;
* Fixed default vehicle presets which no longer work because of changes in 2.27.1&lt;br /&gt;
* Rifleman HMG FalloffEnd 2500-&amp;gt;5000.  It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.&lt;br /&gt;
* Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.&lt;br /&gt;
* Reduced Grenadier Mortar explosion radius 210-&amp;gt;200&lt;br /&gt;
* Removed unused aircraft resist values in building scripts.&lt;br /&gt;
* Restructed cost of artillery tanks, cost is now based more on the equipped weapon:&lt;br /&gt;
** Base chassis cost 725-&amp;gt;375&lt;br /&gt;
** 180mm Artillery Cannon cost 60-&amp;gt;250&lt;br /&gt;
** 203mm Artillery Cannon cost 80-&amp;gt;350&lt;br /&gt;
** HE Artillery Cannon cost 90-&amp;gt;600&lt;br /&gt;
** Ranged Artillery Cannon cost 100-&amp;gt;750&lt;br /&gt;
*.50 cal MG weight 50-&amp;gt;40&lt;br /&gt;
*Medium Chain Gun weight 65-&amp;gt;60&lt;br /&gt;
* Buffs to Plasma MG and plasma HMG:&lt;br /&gt;
**Plasma MG&lt;br /&gt;
***Damage 5-&amp;gt;7.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 3-&amp;gt;4&lt;br /&gt;
**Plasma HMG&lt;br /&gt;
***Damage 6-&amp;gt;10&lt;br /&gt;
***Heat 1.4-&amp;gt;2.2&lt;br /&gt;
***Clip Size 30-&amp;gt;35&lt;br /&gt;
***Heat To Target 2.3-&amp;gt;2.5&lt;br /&gt;
***Falloffstart 5000-&amp;gt;0&lt;br /&gt;
***Falloffend 10000-&amp;gt;7000&lt;br /&gt;
***MinimalDamage 4-&amp;gt;5&lt;br /&gt;
* Slight buff to Homing missiles:&lt;br /&gt;
** Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.55-&amp;gt;0.25&lt;br /&gt;
*** Lock Range Modifier  0.0005-&amp;gt;0.00055 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
** Improved Homing ML&lt;br /&gt;
*** (Base) Lock-on time 0.3-&amp;gt;0.1&lt;br /&gt;
*** Lock Range Modifier  0.00045-&amp;gt;0.00048 (Lock-on timer increases by this multiplied by distance to target)&lt;br /&gt;
* Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.&lt;br /&gt;
** Vehicle recycle amounts have been tweaked to reflect this change.&lt;br /&gt;
* Vehicle armor skill damage reduction reduced from 15% to 12%&lt;br /&gt;
&lt;br /&gt;
=== Other changes ===&lt;br /&gt;
* Added .vmt files required for glow outline effects.&lt;br /&gt;
* Max setting for &#039;emp_sv_vehicle_fadeout_time&#039; reduced from 500 seconds to 400 seconds.&lt;br /&gt;
* Removed &#039;emp_sv_player_revive_penalty&#039; and &#039;emp_sv_player_revive_stamina_penalty&#039; cvars.&lt;br /&gt;
* Removed unused cloaking parameters from various .vmt files.&lt;br /&gt;
* Removed zoom_sensitivity_ratio default setting in infantry.cfg&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9895</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9895"/>
		<updated>2019-11-12T20:00:06Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bug fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed crash related to ragdolls&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape&lt;br /&gt;
* Fixed smoothing groups not working on detail brushes&lt;br /&gt;
* Fixed crash when drawing debug circles&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button&lt;br /&gt;
* Moved cursor to text field when editing chat&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9894</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9894"/>
		<updated>2019-11-12T19:59:41Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bug fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed crash related to ragdolls&lt;br /&gt;
* Corrected smoothscrape sounds to play the correct audio, instead of roughscrape&lt;br /&gt;
* Fixed smoothing gruops not working on detail brushes&lt;br /&gt;
* Fixed crash when drawing debug circles&lt;br /&gt;
* Fixed &amp;quot;start locked&amp;quot; spawn flag from func_rot_button&lt;br /&gt;
* Moved cursor to text field when editing chat&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9893</id>
		<title>Version/2.27.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.27.x&amp;diff=9893"/>
		<updated>2019-11-12T19:49:00Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.27.2 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: Soon&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
&lt;br /&gt;
== 2.27.1 ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Release: 03/11/2019&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Reverted the feature that would swap to engineer tool when pressing use on building. &lt;br /&gt;
* Added volume control command for voices &amp;quot;snd_voicevolume&amp;quot;.&lt;br /&gt;
* Grenadier bots now aim at the correct position on tanks.&lt;br /&gt;
* Re-added main menu button sounds, courtesy of Universum.&lt;br /&gt;
* Added a max travel time in seconds before missiles will explode.&lt;br /&gt;
* Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).&lt;br /&gt;
** This feature is turned on by setting &amp;quot;emp_sv_antigrief_build_vehicles 1&amp;quot; on the server.&lt;br /&gt;
&lt;br /&gt;
=== Bug fixes ===&lt;br /&gt;
* Fixed players being able to press use on map spawned entities when dead.&lt;br /&gt;
* Fixed two crashes caused by the vehicle HUD.&lt;br /&gt;
* Fixed two crashes in the vehicle customization menu.&lt;br /&gt;
* Fixed a crash relating to engineer turret health displayed on the HUD.&lt;br /&gt;
* Fixed a texture seam in the empsky_sunset1 skybox texture.&lt;br /&gt;
* Fixed a bug which made players appear to be standing when they first enter a jeep.&lt;br /&gt;
* Fixed an auto-balance bug preventing players from joining specific teams/spectator.&lt;br /&gt;
* Altered the NF jeep collision model to be more accurate.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New skybox, tweaked lighting&lt;br /&gt;
* Added 3D skybox fog gradient texture&lt;br /&gt;
* Added vehicle clip ramps to roadsides in the south and east, and in city center&lt;br /&gt;
* Fixed texture and brush seams in C5&lt;br /&gt;
* Slightly adjusted terrain at the ends of bridges&lt;br /&gt;
* Added bollards to bridge sidewalks&lt;br /&gt;
* Moved railings on the southern bridge to match the setup of the eastern bridge&lt;br /&gt;
* Adjusted misaligned fence in eastern city&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* Simplified vehicle weapon script by removing missile variables from non-missile weapons.&lt;br /&gt;
* Increased RPG damage against building by 40% (about 2.5hp/shot)&lt;br /&gt;
* Bio Diesel Heat Capacity 125-&amp;gt;130&lt;br /&gt;
* Changes to sticky grenades: &lt;br /&gt;
** Reduced Stun Grenade&#039;s Grenade&#039;s damage against buildings (except walls) and infantry by 40%.&lt;br /&gt;
** Increase Sticky &amp;amp; Stun Grenade&#039;s damage against walls by 285%.  (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)&lt;br /&gt;
** Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.&lt;br /&gt;
* Max missile travel time changes:&lt;br /&gt;
** Infantry RPG -&amp;gt; 5 Seconds&lt;br /&gt;
** Upgraded ML -&amp;gt; 5 Seconds&lt;br /&gt;
** Heavy-duty ML -&amp;gt; 5 Seconds&lt;br /&gt;
** ML turret -&amp;gt; 10 Seconds&lt;br /&gt;
** Nuclear Missile -&amp;gt; 20 Seconds&lt;br /&gt;
** &#039;&#039;&#039;All other missiles - &amp;gt; 10 Seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9796</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9796"/>
		<updated>2019-07-21T23:26:08Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* PBR rendering fixes.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9795</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9795"/>
		<updated>2019-07-17T23:48:56Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* PBR rendering fixes.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
* Improved overall NPC aiming, now they will aim at the center of their target, instead of their head.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.25.x&amp;diff=9629</id>
		<title>Version/2.25.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.25.x&amp;diff=9629"/>
		<updated>2019-04-07T14:37:58Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* 2.25.5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.25.5 ==&lt;br /&gt;
=== Feature ===&lt;br /&gt;
*Disabling  emp_sv_vehicle_skill_cooling / emp_sv_vehicle_skill_armor / emp_sv_vehicle_skill_damage / emp_sv_vehicle_skill_speed / emp_sv_skill_rifleman_damage_increase&lt;br /&gt;
** Infantry skills are no longer server variables.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game balance ===&lt;br /&gt;
*Seismic grenade no longer damages vehicle/infantry (1~2 damage previously)&lt;br /&gt;
*Grenadier vehicle armor skill bonus 25%-&amp;gt;20%&lt;br /&gt;
*Rifleman vehicle armor skill bonus 25%-&amp;gt;22%&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
*Fixed a bug where MG turrets would cause hit ticks&lt;br /&gt;
*Fixed a bug where deconstructing would cause hit ticks&lt;br /&gt;
*Fixed a bug where Bio damage would cause hit ticks&lt;br /&gt;
&lt;br /&gt;
== 2.25.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Workshop uploads now show more detailed error messages.&lt;br /&gt;
* Fixed a wrong image link in workshop upload.&lt;br /&gt;
* XP gain should no longer reset to 0 during the match.&lt;br /&gt;
&lt;br /&gt;
== 2.25.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Server now restarts after a match if it couldn&#039;t retrieve autobalancing information during the match.&lt;br /&gt;
* Hitticks no longer get stuck in observer mode.&lt;br /&gt;
* Health bar when spectating should be less buggy.&lt;br /&gt;
* XP gain percentages are now 0 on servers where you cannot gain XP.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Autospot distance has been lowered for non-scout classes.&lt;br /&gt;
**Scout remains at 5000&lt;br /&gt;
**All other classes 5000-&amp;gt;2000&lt;br /&gt;
* [https://git.empiresmod.com/empires_public/empires_scripts/merge_requests/97 SMG rework].&lt;br /&gt;
**Ranged SMG&lt;br /&gt;
***StandingSpread		0.02-&amp;gt;0.014&lt;br /&gt;
***DuckingSpread			0.01-&amp;gt;0.009&lt;br /&gt;
***ProneSpread			0.005-&amp;gt;0.0015&lt;br /&gt;
***StandingSpreadModifier	0.03-&amp;gt;0.016&lt;br /&gt;
***DuckingSpreadModifier		0.015-&amp;gt;0.012&lt;br /&gt;
***JumpingSpreadMax		0.7-&amp;gt;0.15&lt;br /&gt;
***StandingSpreadMax		0.05-&amp;gt;0.04&lt;br /&gt;
***DuckingSpreadMax		0.03-&amp;gt;0.025&lt;br /&gt;
***StandingSpreadIncrement	0.003-&amp;gt;0.0038&lt;br /&gt;
***DuckingSpreadIncrement	0.0027-&amp;gt;0.003&lt;br /&gt;
***ProneSpreadIncrement		0.0024-&amp;gt;0.0027&lt;br /&gt;
***JumpingSpreadDecrement	0.02-&amp;gt;0.1&lt;br /&gt;
***StandingSpreadDecrement	0.06-&amp;gt;0.08&lt;br /&gt;
***ProneSpreadDecrement		0.15-&amp;gt;0.12&lt;br /&gt;
***AccuracyUpgradeModifier	0.9-&amp;gt;0.75&lt;br /&gt;
**Close Quarter SMG&lt;br /&gt;
***ProneSpread			0.005-&amp;gt;0.01	&lt;br /&gt;
***DuckingSpread                 0.01-&amp;gt;0.012&lt;br /&gt;
***StandingSpreadModifier	0.015-&amp;gt;0.018&lt;br /&gt;
***DuckingSpreadModifier		0.015-&amp;gt;0.016&lt;br /&gt;
***JumpingSpreadMax		0.7-&amp;gt;0.2&lt;br /&gt;
***DuckingSpreadMax		0.04-&amp;gt;0.048&lt;br /&gt;
***ProneSpreadMax		0.04-&amp;gt;0.045	&lt;br /&gt;
***JumpingSpreadIncrement	0.1-&amp;gt;0.01&lt;br /&gt;
***StandingSpreadIncrement	0.008-&amp;gt;0.0045&lt;br /&gt;
***&amp;quot;DuckingSpreadIncrement	0.006-&amp;gt;0.004&lt;br /&gt;
***ProneSpreadIncrement		0.004-&amp;gt;0.0037&lt;br /&gt;
***StandingSpreadDecrement	0.09-&amp;gt;0.065&lt;br /&gt;
***DuckingSpreadDecrement	0.09-&amp;gt;0.08&lt;br /&gt;
**Heavy Carbine&lt;br /&gt;
***AccuracyUpgradeModifier	0.9-&amp;gt;0.7&lt;br /&gt;
***ProneSpread			0.0075-&amp;gt;0.0035&lt;br /&gt;
***JumpingSpreadMax	0.7-&amp;gt;0.25&lt;br /&gt;
***StandingSpreadMax	0.235-&amp;gt;0.1&lt;br /&gt;
***DuckingSpreadMax	0.16-&amp;gt;0.08&lt;br /&gt;
***ProneSpreadMax	0.135-&amp;gt;0.05&lt;br /&gt;
***JumpingSpreadIncrement	0.01-&amp;gt;0.03&lt;br /&gt;
***StandingSpreadIncrement	0.007-&amp;gt;0.0065&lt;br /&gt;
***JumpingSpreadDecrement	0.01-&amp;gt;0.1&lt;br /&gt;
&lt;br /&gt;
* [https://git.empiresmod.com/empires_public/empires_scripts/merge_requests/95 Lowered building carcass removal time].&lt;br /&gt;
**Armory : 30 -&amp;gt; 10&lt;br /&gt;
**Barrack/Vehicle Factory/Repair Station : 30 -&amp;gt; 25&lt;br /&gt;
**Radar : 30 -&amp;gt; 20&lt;br /&gt;
&lt;br /&gt;
== 2.25.2 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix for mp_timelimit that was reset by default config. (Server owners should comment out the mp_timelimit line in their server.cfg)&lt;br /&gt;
* Fix for hitticks that got &#039;stuck&#039; when near other players.&lt;br /&gt;
&lt;br /&gt;
== 2.25.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Added jeep turbo courtesy of Reznov.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* CVs no longer die in one hit during sudden death but take 10x increased damage.&lt;br /&gt;
* Games are limited to 90 minutes.&lt;br /&gt;
* Sudden death countdown is now 200 seconds.&lt;br /&gt;
* Default artillery recoil is now 0.1.&lt;br /&gt;
* Default tickrate is now 66.667 ticks per second.&lt;br /&gt;
* New steam friends XP leaderboard.&lt;br /&gt;
* Main menu layout courtesy of Oktay.&lt;br /&gt;
* Per team stamina bar colors.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Mismatched script asserts no longer pop up on the client, servers are still required to run vanilla values for the properties that pop up asserts.&lt;br /&gt;
* Fixed missing materials due to capitalization issues.&lt;br /&gt;
* Fix for missing palmbay resources.&lt;br /&gt;
* emp_sv_stalemate_countdown is set to 200 seconds and is no longer editable.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
==== Palmbay ====&lt;br /&gt;
* Fixed missing minimap error&lt;br /&gt;
&lt;br /&gt;
==== Cyclopean ====&lt;br /&gt;
* New 2D skybox and lighting&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9310</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9310"/>
		<updated>2018-08-26T18:35:30Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9309</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9309"/>
		<updated>2018-08-26T18:33:57Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* 2.15.6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.6 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added new &amp;quot;OnWaitPhaseEnd&amp;quot; event to be used by mappers, called when the timer at the start of the game is over.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9308</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9308"/>
		<updated>2018-08-26T18:29:43Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* 2.15.6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.15.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing&lt;br /&gt;
* Fixed missing localization strings in the research menu&lt;br /&gt;
* Fixed railgun being automatically researched&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Moved rock cluster near western NF checkpoint to make driving a little easier&lt;br /&gt;
* Disabled Engineer restrict brushes in middle&lt;br /&gt;
* Re-allowed all Engineer buildables&lt;br /&gt;
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings&lt;br /&gt;
* Tweaked all potholes to ensure vehicles can&#039;t get permanently stuck while still being able to roadkill infantry within&lt;br /&gt;
* Generated a navigation mesh for AI&lt;br /&gt;
* Replaced some complex brush-based details with Propper-made models&lt;br /&gt;
** Railing section above NF main (called railing01)&lt;br /&gt;
** Pipe section from middle&#039;s eastern and western building (called pipe_large02)&lt;br /&gt;
&lt;br /&gt;
== 2.15.5 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed pipe_large01 model preventing maps with it from compiling&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Minor graphical improvements&lt;br /&gt;
* Sewed misaligned displacements near the eastern and western buildings&lt;br /&gt;
** Should prevent edge case scenarios getting players stuck while traversing&lt;br /&gt;
* Reinstated missing railing section in NF main&lt;br /&gt;
* Added player clips to northern and southern buildings &lt;br /&gt;
** Smoother stair traversal should make for easier shooting&lt;br /&gt;
* Fixed NF western checkpoint&#039;s ramp logic&lt;br /&gt;
** Ramps should no longer hover above the ground&lt;br /&gt;
* Added vehicle clips to potholes around the map&lt;br /&gt;
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled&lt;br /&gt;
* Added rocks blocking vehicle access to walkways along checkpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9302</id>
		<title>Version/2.15.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.15.x&amp;diff=9302"/>
		<updated>2018-07-15T22:58:36Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 2.15.4 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed translation issue with unresearched tech&lt;br /&gt;
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.&lt;br /&gt;
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.3 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed armor translations&lt;br /&gt;
* Fixed engine translations&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* [[Bots_and_NPCs | NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])&lt;br /&gt;
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* mp_chattime increased from 20 to 45 &lt;br /&gt;
* Modified mapcycle.txt to better suit low population games&lt;br /&gt;
* Updated maplist.txt to contain all working maps&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added background to stamina(sprint) bar.&lt;br /&gt;
* Fixed issue with squadlead.cfg not executing when receiving squadlead.&lt;br /&gt;
* Fixed issues with translations.&lt;br /&gt;
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.&lt;br /&gt;
* Fixed issues with hitting players in vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Map changes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Crossroads &#039;&#039;&#039;&lt;br /&gt;
* Removed building restricts from main base walls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cyclopean &#039;&#039;&#039;&lt;br /&gt;
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner&lt;br /&gt;
* Tweaked displacements and their textures in NW&lt;br /&gt;
* Raised commander restrict brushes on main base walls to allow turret placement&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; District 402 &#039;&#039;&#039;&lt;br /&gt;
* Adjusted some player clip ramps to ensure all stairs have smooth traversal&lt;br /&gt;
* Moved overlays on a building in D7 so that they are not in between two different surfaces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Glycen City &#039;&#039;&#039;&lt;br /&gt;
* Reduced tickets to 3000 for each side&lt;br /&gt;
* Fixed incorrect door entity origins that prevented the map from compiling&lt;br /&gt;
* Minor behind the scenes optimisation &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Mvalley &#039;&#039;&#039;&lt;br /&gt;
* Removed comm_restrict brushes from dam ramps&lt;br /&gt;
* Raised map border grid to the top of the skybox so that commanders see it too&lt;br /&gt;
* Increased resource income for main base refineries to 2x&lt;br /&gt;
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them&lt;br /&gt;
* Modified shadow_control entity to improve shadows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Palmbay &#039;&#039;&#039;&lt;br /&gt;
* Re-enabled props inside the shack in middle&lt;br /&gt;
* Re-enabled tonemap controller &lt;br /&gt;
** This should make the map more bearable in HDR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Streets of Fire &#039;&#039;&#039;&lt;br /&gt;
* Behind the scenes optimisation&lt;br /&gt;
** Compile time down from 8+ hours to 2 hours&lt;br /&gt;
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map &lt;br /&gt;
* Disabled easter egg&lt;br /&gt;
* Normalised refinery income - all refineries generate 2 resources per second&lt;br /&gt;
* Lowered trees in the central park to no longer float&lt;br /&gt;
* Tweaked shadow_control entity&lt;br /&gt;
** Please report any and all shadow issues you come across&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Urbanchaos &#039;&#039;&#039;&lt;br /&gt;
* Lowered floating crates at BE 1st flag&lt;br /&gt;
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag&lt;br /&gt;
* Shrunk the size of 1st NF flag to not extend past the crates in the west&lt;br /&gt;
* Modified shadow_control entity to give more accurate shadows&lt;br /&gt;
&lt;br /&gt;
== Version 2.15.1 ==&lt;br /&gt;
&#039;&#039;unknown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Improved weapon descriptions&lt;br /&gt;
* Update to research item descriptions&lt;br /&gt;
* Artillery now uses lag predicted shells&lt;br /&gt;
* Packed files into vpks for faster disk access&lt;br /&gt;
* Changed falloff system to be easier to tweak&lt;br /&gt;
* Made a lot of strings translatable.&lt;br /&gt;
* Added sv_pure support for most assets.&lt;br /&gt;
*Added research item translation strings (name and descriptions, this means the following are now translatable)&lt;br /&gt;
**Plasma-Resistant Shell Coating&lt;br /&gt;
**Dedicated Plasma Cannon&lt;br /&gt;
**Projectile Physics&lt;br /&gt;
**Aerodynamic Shells&lt;br /&gt;
**Heavy-Duty Ranged Cannon&lt;br /&gt;
**Thermobaric Shells&lt;br /&gt;
**Thermobaric Cannon&lt;br /&gt;
**Expanded Missile Launcher&lt;br /&gt;
**Heavy-Duty Missile Warhead&lt;br /&gt;
**Enhanced Grenadier Missiles&lt;br /&gt;
**Mobile Industrial Electromagnets&lt;br /&gt;
**Overcharged Railgun &lt;br /&gt;
**Enhanced Homing AI&lt;br /&gt;
**Upgraded Homing Missiles&lt;br /&gt;
**Guiding Signal Boosters&lt;br /&gt;
**TOW GUided Missiles&lt;br /&gt;
**Incubator Missiles&lt;br /&gt;
**Virulent Warhead&lt;br /&gt;
**Biological Cannon&lt;br /&gt;
**Incubator Tanks&lt;br /&gt;
**Virulent Shells&lt;br /&gt;
&lt;br /&gt;
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)&lt;br /&gt;
**Research Index&lt;br /&gt;
**Superheated Material Physics&lt;br /&gt;
**Nuclear Fission&lt;br /&gt;
**Fission Reactor&lt;br /&gt;
**Deflective Armor&lt;br /&gt;
**High Explosive Grenades&lt;br /&gt;
**High Explosive Shells&lt;br /&gt;
**Improved Warhead Compounds&lt;br /&gt;
**Upgraded Missile Warhead&lt;br /&gt;
**Absorbant Armor&lt;br /&gt;
**Mechanical Engineering&lt;br /&gt;
**Upgraded Chassis&lt;br /&gt;
**Advanced Chassis&lt;br /&gt;
**Advanced Machining&lt;br /&gt;
**Composite Armor&lt;br /&gt;
**Electrical Engineering&lt;br /&gt;
**Advanced Magnet Research&lt;br /&gt;
**3 Phase Electric Motor&lt;br /&gt;
**Capacitive Armor&lt;br /&gt;
**Reactive Armor&lt;br /&gt;
**Tracking Systems&lt;br /&gt;
**Upgraded Turrets Lvl 2&lt;br /&gt;
**Upgraded Turrets Lvl 3&lt;br /&gt;
**Regenerative Armor&lt;br /&gt;
**Biological Weaponry&lt;br /&gt;
**Biological Projectile&lt;br /&gt;
*Added emp_ungrief [[Console_commands | command]]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash on exit&lt;br /&gt;
* Fixed shells no longer highlighting when using artillery feedback&lt;br /&gt;
* Fixed engineer kit ammo dropping below zero.&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* &#039;&#039;&#039;Cyclopean:&#039;&#039;&#039;&lt;br /&gt;
** Adjusted displacements around NW&lt;br /&gt;
*** This removes a visual &#039;leak&#039; under the southern NW refinery&lt;br /&gt;
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW&lt;br /&gt;
** Adjusted displacements in city&lt;br /&gt;
*** This prevents climbing an unintuitively climbable area in the southeastern corner&lt;br /&gt;
** Fixed skybox fog density &lt;br /&gt;
*** It&#039;s no longer a wall of grey until you get very close to a map border&lt;br /&gt;
** Fixed displacement sticking through terrain in BE main&lt;br /&gt;
*** Kudos to anyone else who noticed that one&lt;br /&gt;
** Fixed displacements sticking through terrain in NF main&lt;br /&gt;
** Fixed an exploit where you could climb a hill into the NF main&lt;br /&gt;
** Fixed (some) textures being needlessly rendered in northwest&lt;br /&gt;
*** If you find any others, post on the forums and they will be fixed&lt;br /&gt;
** Adjusted displacements around the southern bridge to prevent seeing under the map&lt;br /&gt;
** New 2D skybox&lt;br /&gt;
** New lighting&lt;br /&gt;
*** Please report any lighting issues you notice&lt;br /&gt;
** New fog&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;District402:&#039;&#039;&#039;&lt;br /&gt;
** Preparing the map for AI players:&lt;br /&gt;
*** Broadened staircase to BE 4th flag&lt;br /&gt;
*** Slightly tweaked detail crates near BE 1st and 3rd flag&lt;br /&gt;
*** Moved BE resupply boxes at BE 3rd flag&lt;br /&gt;
*** Slightly moved poles near NF 1st and 4th flag&lt;br /&gt;
*** Added [disabled] bot spawners&lt;br /&gt;
** Behind the scenes optimisation efforts&lt;br /&gt;
** Fixed exploit where BE 2nd flag could be captured from outside its building&lt;br /&gt;
** Added automatic attack/move targets that indicate the current objective&lt;br /&gt;
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mvalley:&#039;&#039;&#039;&lt;br /&gt;
** Added a border grid akin to duststorm to better visualise the edge of the map&lt;br /&gt;
** Added a missing commander restrict brush on BE&#039;s dam ramp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Urbanchaos:&#039;&#039;&#039;&lt;br /&gt;
** Decompiled to get editable source files&lt;br /&gt;
*** This might have caused unforeseen errors within the map. Please report any bugs you find&lt;br /&gt;
** Fixed 1st BE flag dimensions&lt;br /&gt;
*** It is no longer capturable from the western side of the barricades&lt;br /&gt;
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it&lt;br /&gt;
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag&lt;br /&gt;
** Fixed some missewn displacements&lt;br /&gt;
** Rotated NF resupply crates near NF 1st flag to face the correct direction&lt;br /&gt;
** Added sky viscluster in an attempt to improve performance&lt;br /&gt;
** Behind the scenes optimisation&lt;br /&gt;
&lt;br /&gt;
=== Script Changes ===&lt;br /&gt;
*Normalized melee damage&lt;br /&gt;
**BE Machine Pistol&lt;br /&gt;
***Damage 50-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE Pistol 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**BE SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**BE SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF Pistol 1&lt;br /&gt;
***Damage 70-&amp;gt;40&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF Shot Pistol&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.4&lt;br /&gt;
**NF SMG 1&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 2&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
**NF SMG 3&lt;br /&gt;
***Cycle Time 0.5-&amp;gt;0.55&lt;br /&gt;
&lt;br /&gt;
*Infantry weapon tweaks&lt;br /&gt;
**NF Heavy Rifle&lt;br /&gt;
***Damage 43-&amp;gt;45&lt;br /&gt;
***FalloffEnd 5250-&amp;gt;7000&lt;br /&gt;
***Minimal Damage 35-&amp;gt;33&lt;br /&gt;
**BE Assault Rifle&lt;br /&gt;
***FalloffEnd 8000-&amp;gt;6000&lt;br /&gt;
***Minimal Damage 22-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
*Vehicle weapon tweaks&lt;br /&gt;
**UML&lt;br /&gt;
***Damage 60-&amp;gt;62&lt;br /&gt;
***Speed 2500-&amp;gt;2600&lt;br /&gt;
**Heavy-duty ML&lt;br /&gt;
***Damage 66-&amp;gt;68&lt;br /&gt;
***Speed 2650-&amp;gt;2750&lt;br /&gt;
&lt;br /&gt;
*Fixed engine inconsistencies&lt;br /&gt;
**APC&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 1050-&amp;gt;1190&lt;br /&gt;
**LT/AFV&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2500-&amp;gt;2700&lt;br /&gt;
**Medium Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Heavy Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
**Artillery Tank&lt;br /&gt;
***Gas Turbine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;23&lt;br /&gt;
****HorsePower 2000-&amp;gt;2700&lt;br /&gt;
***3 Phase Electric&lt;br /&gt;
****Reverse Speed 20-&amp;gt;25&lt;br /&gt;
****HorsePower 2000-&amp;gt;2500&lt;br /&gt;
***Fission Reactor&lt;br /&gt;
****Reverse Speed 20-&amp;gt;24&lt;br /&gt;
***Advanced Coolant Engine&lt;br /&gt;
****Reverse Speed 20-&amp;gt;22&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Modeling&amp;diff=9173</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Modeling&amp;diff=9173"/>
		<updated>2017-08-30T19:36:15Z</updated>

		<summary type="html">&lt;p&gt;VulcanStorm: added modelling pipeline link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Moddeling}}&lt;br /&gt;
&lt;br /&gt;
== Current props and models ==&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Natural Props]]&lt;br /&gt;
* [[Artificial Props]]&lt;br /&gt;
&lt;br /&gt;
== Community Props and Models ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.empiresmod.com/index.php?title=Fun_projects#Modeling_.26_Concept_Art Models to work on]&lt;br /&gt;
* [[Tutorial: Create your own models]]&lt;br /&gt;
* [[Tutorial: Edit existing models]]&lt;br /&gt;
* [[Tutorial: Add custom gibs to your model]]&lt;br /&gt;
&lt;br /&gt;
== Modeling Programs ==&lt;br /&gt;
* 3D Studio Max (Commercial)&lt;br /&gt;
* [http://www.softimage.com/products/modtool/ XSI] (Freeware)&lt;br /&gt;
* [http://www.milkshape3d.com/ Milkshape] (Shareware)&lt;br /&gt;
* [http://www.misfitcode.com/misfitmodel3d/ Misfit Model 3D] (Freeware)&lt;br /&gt;
* [http://www.blender.org/ Blender] (Open Source)&lt;br /&gt;
&lt;br /&gt;
== Needed Models ==&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Windows&lt;br /&gt;
* Walls&lt;br /&gt;
* Doors&lt;br /&gt;
* Cranes&lt;br /&gt;
* Bunkers &amp;amp; lookout tower&lt;br /&gt;
=== Decorative ===&lt;br /&gt;
* Random cool looking stuff&lt;br /&gt;
* Infantry cover&lt;br /&gt;
* Scene enhancers&lt;br /&gt;
* Giant letters -- to spell custom things on rooftops&lt;br /&gt;
&lt;br /&gt;
=== Nature ===&lt;br /&gt;
* trees&lt;br /&gt;
* bushes&lt;br /&gt;
* grass&lt;br /&gt;
&lt;br /&gt;
=== Road Signs ===&lt;br /&gt;
* Just a variety of general purpose signs.&lt;br /&gt;
&lt;br /&gt;
=== Statues ===&lt;br /&gt;
* Patriotic statues&lt;br /&gt;
* Artsy statues (look around local musuems for inspiration)&lt;br /&gt;
* Famous people from Empires (read history)&lt;br /&gt;
&lt;br /&gt;
=== Modelling Pipeline ===&lt;br /&gt;
https://wiki.empiresmod.com/Modelling_Pipeline&lt;br /&gt;
&lt;br /&gt;
[[Category: Modeling]]&lt;/div&gt;</summary>
		<author><name>VulcanStorm</name></author>
	</entry>
</feed>