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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wired+4fun</id>
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	<updated>2026-09-27T03:27:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=8598</id>
		<title>Sourcemod Plugins</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=8598"/>
		<updated>2017-03-06T03:43:02Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fixme|Everything, making a crude start page right now.}} &lt;br /&gt;
{{Sitenav|Server Sourcemod Plugins}}&lt;br /&gt;
&lt;br /&gt;
== Compiling from Source ==&lt;br /&gt;
Thanks to people smarter than me, compiling from source is pretty easy.&lt;br /&gt;
Take your source-file or source-text and pop it in this: http://www.sourcemod.net/compiler.php&lt;br /&gt;
Download your compiled plugin, and put it in your sourcemod/plugins folder&lt;br /&gt;
&lt;br /&gt;
== End of Round AllTalk ==&lt;br /&gt;
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#pragma semicolon 1&lt;br /&gt;
&lt;br /&gt;
#include &amp;lt;sourcemod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#define PLUGIN_VERSION &amp;quot;1.0.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
new Handle:cvar_round_end_enabled = INVALID_HANDLE;&lt;br /&gt;
new Handle:cvar_bomb_enabled = INVALID_HANDLE;&lt;br /&gt;
new Handle:cvar_announce = INVALID_HANDLE;&lt;br /&gt;
new Handle:cvar_alltalk = INVALID_HANDLE;&lt;br /&gt;
&lt;br /&gt;
new alltalk_being_changed_by_us = false;&lt;br /&gt;
new okay_to_disable_alltalk = false;&lt;br /&gt;
&lt;br /&gt;
public Plugin:myinfo = {&lt;br /&gt;
  name = &amp;quot;Round-End Alltalk&amp;quot;,&lt;br /&gt;
  author = &amp;quot;Mister_Magotchi&amp;quot;,&lt;br /&gt;
  description = &amp;quot;Turns sv_alltalk on at round end or when all Terrorists are dead (in CS:S).&amp;quot;,&lt;br /&gt;
  version = PLUGIN_VERSION,&lt;br /&gt;
  url = &amp;quot;https://forums.alliedmods.net/showthread.php?t=133016&amp;quot;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
public OnPluginStart() {&lt;br /&gt;
  CreateConVar(&lt;br /&gt;
    &amp;quot;sm_round_end_alltalk_version&amp;quot;,&lt;br /&gt;
    PLUGIN_VERSION,&lt;br /&gt;
    &amp;quot;Round-End Alltalk Version&amp;quot;,&lt;br /&gt;
    FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_NOTIFY|FCVAR_DONTRECORD&lt;br /&gt;
  );&lt;br /&gt;
  cvar_round_end_enabled = CreateConVar(&lt;br /&gt;
    &amp;quot;sm_round_end_alltalk_round&amp;quot;,&lt;br /&gt;
    &amp;quot;1&amp;quot;,&lt;br /&gt;
    &amp;quot;Toggles whether alltalk is on at round end&amp;quot;,&lt;br /&gt;
    FCVAR_PLUGIN&lt;br /&gt;
  );&lt;br /&gt;
  cvar_bomb_enabled = CreateConVar(&lt;br /&gt;
    &amp;quot;sm_round_end_alltalk_bomb&amp;quot;,&lt;br /&gt;
    &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;Toggles whether alltalk is on when all Terrorists are dead&amp;quot;,&lt;br /&gt;
    FCVAR_PLUGIN&lt;br /&gt;
  );&lt;br /&gt;
  cvar_announce = CreateConVar(&lt;br /&gt;
    &amp;quot;sm_round_end_alltalk_announce&amp;quot;,&lt;br /&gt;
    &amp;quot;1&amp;quot;,&lt;br /&gt;
    &amp;quot;Toggles whether changes to sv_alltalk are announced in chat&amp;quot;,&lt;br /&gt;
    FCVAR_PLUGIN&lt;br /&gt;
  );&lt;br /&gt;
  cvar_alltalk = FindConVar(&amp;quot;sv_alltalk&amp;quot;);&lt;br /&gt;
  SetConVarFlags(cvar_alltalk, GetConVarFlags(cvar_alltalk)&amp;amp;~FCVAR_NOTIFY);&lt;br /&gt;
&lt;br /&gt;
  HookConVarChange(cvar_alltalk, AlltalkChanged);&lt;br /&gt;
  HookEvent(&amp;quot;round_start&amp;quot;, OnRoundStart);&lt;br /&gt;
  HookEvent(&amp;quot;player_death&amp;quot;, OnPlayerDeath);&lt;br /&gt;
  HookEvent(&amp;quot;game_end&amp;quot;, OnRoundEnd);&lt;br /&gt;
  AutoExecConfig(true, &amp;quot;round-end-alltalk&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
TurnAlltalkOn () {&lt;br /&gt;
//  PrintToChatAll(&amp;quot;Alltalk: DEBUG1&amp;quot;);&lt;br /&gt;
  if (!GetConVarBool(cvar_alltalk)) {&lt;br /&gt;
    okay_to_disable_alltalk = true;&lt;br /&gt;
    alltalk_being_changed_by_us = true;&lt;br /&gt;
    SetConVarBool(cvar_alltalk, true);&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
public AlltalkChanged (Handle:convar, const String:oldValue[], const String:newValue[]) {&lt;br /&gt;
//  PrintToChatAll(&amp;quot;Alltalk: DEBUG2&amp;quot;);&lt;br /&gt;
  new bool:announce = GetConVarBool(cvar_announce);&lt;br /&gt;
  if (StringToInt(newValue)) {&lt;br /&gt;
    if (announce) {&lt;br /&gt;
      PrintToChatAll(&amp;quot;Alltalk is now on.&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
    if (alltalk_being_changed_by_us) {&lt;br /&gt;
      alltalk_being_changed_by_us = false;&lt;br /&gt;
    }&lt;br /&gt;
    else {&lt;br /&gt;
      okay_to_disable_alltalk = false;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  else {&lt;br /&gt;
    if (announce) {&lt;br /&gt;
      PrintToChatAll(&amp;quot;Alltalk is now off.&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
public OnRoundStart (Handle:event, const String:name[], bool:dontBroadcast) {&lt;br /&gt;
//  PrintToChatAll(&amp;quot;Alltalk: DEBUG3&amp;quot;);&lt;br /&gt;
  if (okay_to_disable_alltalk) {&lt;br /&gt;
    SetConVarBool(cvar_alltalk, false);&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
public OnPlayerDeath (Handle:event, const String:name[], bool:dontBroadcast) {&lt;br /&gt;
//  PrintToChatAll(&amp;quot;Alltalk: DEBUG4&amp;quot;);&lt;br /&gt;
  if (GetConVarBool(cvar_bomb_enabled)) {&lt;br /&gt;
    new client;&lt;br /&gt;
    new bool:terrorists_dead = true;&lt;br /&gt;
    for (client = MaxClients; 0 &amp;lt; client; client--) {&lt;br /&gt;
      if (IsClientInGame(client) &amp;amp;&amp;amp; IsPlayerAlive(client) &amp;amp;&amp;amp; GetClientTeam(client) == 2) {&lt;br /&gt;
        terrorists_dead = false;&lt;br /&gt;
        break;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
    if (terrorists_dead) {&lt;br /&gt;
      TurnAlltalkOn();&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
public OnRoundEnd (Handle:event, const String:name[], bool:dontBroadcast) {&lt;br /&gt;
//  PrintToChatAll(&amp;quot;Alltalk: DEBUG5&amp;quot;);&lt;br /&gt;
  if (GetConVarBool(cvar_round_end_enabled)) {&lt;br /&gt;
    TurnAlltalkOn();&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=8597</id>
		<title>Sourcemod Plugins</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&amp;diff=8597"/>
		<updated>2017-03-06T03:31:33Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Created page with &amp;quot;{{Fixme|Everything, making a crude start page right now.}}   {{Sitenav|Server Sourcemod Plugins}}   == H1 ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fixme|Everything, making a crude start page right now.}} &lt;br /&gt;
&lt;br /&gt;
{{Sitenav|Server Sourcemod Plugins}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== H1 ==&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5905</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5905"/>
		<updated>2009-01-19T17:45:56Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added 2.22 changelog (zomg missing in readme)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.22 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.23 Beta&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Source Engine=&lt;br /&gt;
==Empires 2.22==&lt;br /&gt;
January 19th, 2009&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: a second skin group for orex trees&lt;br /&gt;
*Added: Icons for each building for the minimap&lt;br /&gt;
*Added: Detail textures to many textures, most notably the vehicles.&lt;br /&gt;
*Added: Vehicle weapon limited to the amounts shown on the physical model.&lt;br /&gt;
*Added: Stats reporting for kills, deaths and rank points.&lt;br /&gt;
*Added: Weapon stats: bullets total, bullets hit and damage done.&lt;br /&gt;
*Added: Player counter to Unassigned and Spectator teams in the scoreboard.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Handbrake can now be properly assigned to its own button&lt;br /&gt;
*Fixed: Improper physbox on the static orex trees&lt;br /&gt;
*Fixed: Physics.cpp crash, relating to ragdolls for the commander&lt;br /&gt;
*Fixed: Vehicle didn&#039;t receive additional heat when going backwards.&lt;br /&gt;
*Fixed: Maximum range shown in commander interface is incorrect for new turrets.&lt;br /&gt;
*Fixed: Cannot use the engineer kit from the command vehicle anymore&lt;br /&gt;
*Fixed: NF SMG2 was reloading 2 times after emptying it and getting ammo.&lt;br /&gt;
*Fixed: A small &#039;cut&#039; at the top right corner of the commander&#039;s minimap only visible in a 1.33 aspect ratio&lt;br /&gt;
*Fixed: Reviving player getting stuck in a revived player.&lt;br /&gt;
*Fixed: Jitter in Spectator mode&lt;br /&gt;
*Fixed: Damage over time caused by biological weaponry to vehicles can now affect more than one side of armor at once.&lt;br /&gt;
*Fixed: scoreboard displayed the ping value for spectators too far to the left.&lt;br /&gt;
*Fixed: Commanders with defusal are now protected while in commander view, not just vehicle view.&lt;br /&gt;
*Fixed: A crash relating to tanks&lt;br /&gt;
*Fixed: A crash relating to the Engineer Tool&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: Changed the material of the static orex trees&lt;br /&gt;
*Modified: Scheme Settings for the background of bullets on the HUD&lt;br /&gt;
*Modified: Main Menu GUI Theme&lt;br /&gt;
*Modified: After researching Advanced Personnel Deployment, previously built APCS can have their spawnpoints enabled at the repair pad.&lt;br /&gt;
*Modified: Changed engine stall time back to 0.5s&lt;br /&gt;
*Modified: Stats are sent only if sv_cheats was never set to 1.&lt;br /&gt;
&lt;br /&gt;
==Empires 2.21==&lt;br /&gt;
December 29, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Shells now eject from all weapons&lt;br /&gt;
*Added: Muzzleflashes now light up the area around them&lt;br /&gt;
*Added: Rudamentry stat tracking interface.  Only records maps wins/losses for now.&lt;br /&gt;
*Added: emp_sv_stats_enabled cvar.&lt;br /&gt;
*Added: Customizable falloff for vehicle MGs.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Scoreboard text wasn&#039;t properly aligned.&lt;br /&gt;
*Fixed: emp_glycencity: Fixed vehicles clipping through short walls at the middle flag&lt;br /&gt;
*Fixed: Mines could be dropped in the commander interface&lt;br /&gt;
*Fixed: Sever skipping maps&lt;br /&gt;
*Fixed: Map brush wasn&#039;t properly unsticking people.&lt;br /&gt;
*Fixed: Commander could change team in command interface using jointeam.&lt;br /&gt;
*Fixed: Rifleman armor, &#039;dig in&#039;, and squad armor aura now affect damage received.&lt;br /&gt;
*Fixed: Repair station not repairing vehicle that has armor left.&lt;br /&gt;
*Fixed: Melee attacks were not lag compensated.&lt;br /&gt;
*Fixed: Possible fix to commander crash relating to physics&lt;br /&gt;
*Fixed: It is now possible to revive people who have killed themselves.  It doesn&#039;t give a point&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: Added more tickets to Canyon (prev: 200, now 300)&lt;br /&gt;
*Modified: emp_mvalley: Uses nice looking water&lt;br /&gt;
*Modified: Re-enabled the bump maps for BE building textures&lt;br /&gt;
*Modified: Joining a team with more players is not possible.&lt;br /&gt;
*Modified: Concussion grenades don&#039;t blind spectators.&lt;br /&gt;
*Modified: Entering a vehicle after throwing a sticky grenade at it no longer does damage to the vehicle&lt;br /&gt;
*Modified: Jeeps can now carry 4 plates of reactive armor.&lt;br /&gt;
*Modified: Infantry weapons have been slightly modified.&lt;br /&gt;
&lt;br /&gt;
*Modified/Fixed: Canyon Optimizations, Viscluster added,Increased the size of hint brush covering skybox&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: &amp;quot;spectate&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
==Empires 2.2 Beta==&lt;br /&gt;
December 12, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Skill points and kill/death counts are stored. If a player crashes and comes back he retains his points.&lt;br /&gt;
*Added: Notification that a respawn or class change is necessary to acquire selected skills.&lt;br /&gt;
*Added: Vehicle Handbrake&lt;br /&gt;
*Added: Different Modifiers to spread and kick while in Iron sight mode&lt;br /&gt;
*Added: Scriptable Weapon damage falloff&lt;br /&gt;
*Added: New Camo skins for all playermodels&lt;br /&gt;
*Added: Vehicle horns&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Commander and Infantry commands can now be bound to the space bar&lt;br /&gt;
*Fixed: If a player dies by the bio effect, he no longer spawns instantly&lt;br /&gt;
*Fixed: Crash relating to switching teams with the vehicle menu open and then building a vehicle&lt;br /&gt;
*Fixed: Crosshair turning green when looking at engineer buildings&lt;br /&gt;
*Fixed: Double animation for grenade throws&lt;br /&gt;
*Fixed: Engineer Radar no longer spins while dead.&lt;br /&gt;
*Fixed: Scout training has improved, and they no longer think that they can sabotage Walls, Engineer Radars, and Cameras. Silly Scouts....&lt;br /&gt;
*Fixed: Scoreboard no longer shows spectators and unconnected people as dead&lt;br /&gt;
*Fixed: Server no longer uses the Standing collision boxes for prone players&lt;br /&gt;
*Fixed: You can now use Voice Chat with the Vehicle Customization Menu open.&lt;br /&gt;
*Fixed: Nukes now give proper Heat To Target.&lt;br /&gt;
*Fixed/Modified: Bio weapons work properly on regen effect / cancel out regen effect + damage&lt;br /&gt;
*Fixed: If there were more than 32 players on a server players 33-46 could not be muted via scoreboard. Instead player 32 (?) was being muted all the time.&lt;br /&gt;
*Fixed: You can exit vehicles on top of buildable brushes&lt;br /&gt;
*Fixed: Involuntary squad switch related to F menu&lt;br /&gt;
*Fixed: Priming a grenade while prone + standing up resulted in stuck animation&lt;br /&gt;
*Fixed: Various description text typos and grammatical errors&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: APC spawn points are now Researchable&lt;br /&gt;
*Modified: The number of players on a team is now visible on the Team Selection Menu&lt;br /&gt;
*Modified: RShift, RCtrl, and RAlt are now treated separate from their left counterparts, and can be used in binds.&lt;br /&gt;
*Modified: Commander Vehicles are now frozen for 60 seconds after commander vote.&lt;br /&gt;
*Modified: Engines now have specific settings for Chassis type&lt;br /&gt;
*Modified: BE Assault Rifle has been modified to have a 3-round burst, and has been re-christened the Brenodi Assault Carbine.&lt;br /&gt;
*Modified: BE Pistol 2 has been modified to have a 3-round burst, and has been renamed to the Brenodi Machine Pistol&lt;br /&gt;
*Modified: Vehicle Armor rebalanced&lt;br /&gt;
*Modified: Various research cost changes&lt;br /&gt;
*Modified: Heavy tank vehicle speed lowered&lt;br /&gt;
*Modified: Nuke description and name changed to HIT Warhead&lt;br /&gt;
*Modified: Lock-on sound has been changed to be less annoying.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: The First mine no longer explodes after a Ninth mine has been dropped. &lt;br /&gt;
&lt;br /&gt;
==Empires 2.12 Beta==&lt;br /&gt;
January 30, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode. A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Empires 2.11 Beta==&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
==Empires 2.1 Beta==&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
==Empires 2.0 Beta==&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Closed Beta Version: Version 1.08==&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
==Version 1.071 Beta ==&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
==Version 1.07 Beta==&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
==Unofficial Version 1.064 Beta==&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Version 1.06 Beta==&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Version 1.05 Beta==&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
==Version 1.04 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
==Version 1.031 Beta==&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
==Version 1.03 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 1.02 Beta==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
==Version 1.01 Beta==&lt;br /&gt;
March 17, 2006&lt;br /&gt;
===Additions===&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
===Fixes===&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
===Removals===&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
==Version 1.0 Beta==&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Refractor 2 Engine=&lt;br /&gt;
==Version 0.2==&lt;br /&gt;
April 10, 2004&lt;br /&gt;
&lt;br /&gt;
{{Note|This section may requires heavy cleaning.}}&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
* New map - EMP_GlycenPipeline&lt;br /&gt;
* New map - EMP_BaenIsland&lt;br /&gt;
* Added statics to factory and spawn bunker&lt;br /&gt;
* New HUD&lt;br /&gt;
* Added reflections to vehicles and weapons&lt;br /&gt;
* New sniper scope&lt;br /&gt;
* Added 44khz APC and KAT sounds&lt;br /&gt;
* Added 3rd person view to infantry.&lt;br /&gt;
* Added new flags for each side.&lt;br /&gt;
* Added new dropship model.&lt;br /&gt;
* Added ability for engineer to enter a built wall and easily build connecting walls on both sides.&lt;br /&gt;
* Added shadow to scout&#039;s rock disguise.&lt;br /&gt;
* Added resource generator to command tank.  Even if you have no resource points, you&#039;ll still get 1 credit per every 10 seconds.  Therefore, you have a chance to somehow come back if you lose all your refineries and don&#039;t have enough credits to afford another refinery.&lt;br /&gt;
* Added ability for dropship to pick up cargo crates containing vehicles and spawn that vehicle elsewhere.  The secondary fire button will pick up the cargo crate when close to it.  The &amp;quot;deploy cargo&amp;quot; icon will appear if it has been picked up.  Land the dropship anywhere else, and press seconardy fire again to spawn that vehicle behind you.&lt;br /&gt;
* Added ability for already built vehicles to use pitch up (default is the up arrow) to turn itself into a cargo crate.  This ability is only available when the vehicle is at full health and a dropship which is not currently carrying a vehicle is within 50 units.  Its health will then drop down to zero, destroying itself and leaving a cargo crate in its place.  10 seconds will be given to exit the vehicles, and a vocal warning of &amp;quot;bail out&amp;quot; will be given.  The pitch up key must be held for 4-8 seconds.  This cannot be done within 50 units of any other cargo crate.&lt;br /&gt;
* Added flak ammo to APC&#039;s forward turret so that it can now damage vehicles.&lt;br /&gt;
* Added new mission briefing info on level loading screens.&lt;br /&gt;
* Added new soldier player model for both sides and new first person hands.&lt;br /&gt;
* Created separate server build with no textures or sounds.&lt;br /&gt;
* New precache which only caches vehicles and aircraft.&lt;br /&gt;
* Added new HUD icons for when you&#039;re inside the engineer&#039;s walls or the scout&#039;s disguise objects.&lt;br /&gt;
* Added support struts to ends of engineer&#039;s straight wall to prevent infantry from being able to squeeze through walls placed next to eachother.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fixed animations file to work with BF1942 1.6.&lt;br /&gt;
* Fixed 1st person infantry view to look straight up.&lt;br /&gt;
* Fixed 3rd person view for aircraft from zooming out so much.&lt;br /&gt;
* Fixed KAT not blowing up when its associated team loses.&lt;br /&gt;
* Fixed KAT driver and passengers being inside the vehicle upon exiting.&lt;br /&gt;
* Fixed game not ending when command tank dies by going in water.&lt;br /&gt;
* Fixed crash when client tried to join a dedicated server.&lt;br /&gt;
* Fixed build variables object attached to commander&#039;s PCO not being destroyed upon exiting.&lt;br /&gt;
* Fixed crash when in commander camera and pressing &amp;quot;1&amp;quot;.&lt;br /&gt;
* Fixed walls from disappearing when not looking at their center and fixed their shadows too.&lt;br /&gt;
* Fixed the supply bunker and refinery&#039;s shadows.&lt;br /&gt;
* Fixed AT&#039;s RPG to sit on his shoulder instead of going through it.&lt;br /&gt;
* Fixed Rocket Turrets Being Able to shoot machine gun.&lt;br /&gt;
* Fixed commander unable to build things sometimes until he exited the camera and got back in.&lt;br /&gt;
* Fixed the engineer&#039;s corner wall icon not turning blue when disabled.&lt;br /&gt;
* Fixed dying while in the commander camera not letting anyone else enter the command tank afterward.&lt;br /&gt;
* Once again, attempted to fix the resources going to 0 instead of 100 bug.&lt;br /&gt;
* Fixed the external view of the command tank being very far away.&lt;br /&gt;
* Fixed engineer&#039;s &amp;quot;Kill Placed Object&amp;quot; menu item taking several times to kill walls.&lt;br /&gt;
* Fixed command tank&#039;s player spawner from not being killed off when it should&#039;ve been after 3 minutes.&lt;br /&gt;
* Fixed bug where apc cargo crate wouldn&#039;t disappear after being picked up by a dropship.&lt;br /&gt;
* Fixed comm view fog flickering on and off when a friendly vehicle was parked next to an enemy vehicle.&lt;br /&gt;
* Fixed placing engineer kit from commander&#039;s factory menu crashing the game.&lt;br /&gt;
* Fixed some supply depots (like the repair pad and engineer ammo crate) not working.&lt;br /&gt;
* Fixed NF aircraft factory not having an icon.&lt;br /&gt;
* Fixed dropship not picking up vehicle crates.&lt;br /&gt;
* Fixed bomber exploding upon being built from the commander&#039;s factory menu.&lt;br /&gt;
* Fixed vehicle crate not disappearing for APC when picked up by a dropship.&lt;br /&gt;
* Fixed network bug where placing kits from commander&#039;s factory menu disconnected all players.&lt;br /&gt;
* Fixed imperial commander able to build vehicles and aircraft around command tank which was placed in for testing purposes and I forgot to take it out.&lt;br /&gt;
* Fixed commander&#039;s camera from exploding when going back to tank, damaging nearby objects.&lt;br /&gt;
* Fixed engineer&#039;s wall PCO not turning beyond +45/-45 degrees when placing an adjacent wall.&lt;br /&gt;
* Fixed northern faction wall from being unenterable.&lt;br /&gt;
* Fixed medic crate from falling through ground.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
* EMP_DesertValley - Name change and statics added.&lt;br /&gt;
* Changed weapon/soldier camera so that you see from your head, not your chin (So that when you duck you dont get the top of your head shot off when you think you&#039;re actually behind something)&lt;br /&gt;
* Changed scout&#039;s dummy disguise to be completely invisible and die after two minutes.  Changed scout disguise menu to reenable after 2 minutes once a disguise object is dropped.&lt;br /&gt;
* Changed medic&#039;s medical crate and engineer ammo crate to appear instantly once being selected from the menu instead of having the build crate appear and then spawn them.&lt;br /&gt;
* Changed position of command tank&#039;s commander view so that players outside of the command tank can see the name of the person occupying it.&lt;br /&gt;
* Reenabled the external camera views for the command tank.&lt;br /&gt;
* Made the command tank&#039;s overhead camera a separate player controlled object activated by right-click instead of entering position #2.  No one else can enter the command tank ever as long as one person is in the tank compared with before where one person could be in each passenger seat.&lt;br /&gt;
* The command tank&#039;s overhead camera now always moves based on which direction you&#039;re facing, IE: moving left and right will always strafe the camera left and right based on the direction the camera is facing, not the command tank&#039;s direction.  Also, the minimap is always centered on the camera&#039;s position and is viewable by all players on the team, not just when close or when using the call for artillery view.&lt;br /&gt;
* Changed minimap icon for planes to triangles.&lt;br /&gt;
* Changed gatling gun, pistol, and medic smg weapon flashes to match with end of barrel.&lt;br /&gt;
* Change anti-tank&#039;s RPG to not drift downward at all after firing.&lt;br /&gt;
* Increased the rate that the medic pack and repair wrench regain energy.&lt;br /&gt;
* Added back in enemy vehicles and aircraft showing up on the minimap when near your team&#039;s radar building.&lt;br /&gt;
* Increased distance around buildings that you can&#039;t build within.&lt;br /&gt;
* Increased the mass of all tanks.&lt;br /&gt;
* Increased gatling gun and scout rifle accuracy.  Decreased heat added per shot for gatling gun.  Reduced round of fire for engineer pistol and scout rifle.&lt;br /&gt;
* Increased distance you can select a menu item from so that you can select menu items even if the menu isn&#039;t the perfect distance from the commander&#039;s camera.&lt;br /&gt;
* Increased commander&#039;s camera movement speed.&lt;br /&gt;
* Decreased the rate at which you can place buildings, vehicles, and kits to a maximum of one per every two seconds.  This fixes the possibility of building two buildings at the same time right next to eachother.&lt;br /&gt;
* Changed scout&#039;s rock disguise object to the rocks on Baen, made it enterable, and gave it hitpoints so that it can be destroyed.&lt;br /&gt;
* Increased expack&#039;s damage towards buildings.&lt;br /&gt;
* Increased Aircraft Factorys HP to 980.&lt;br /&gt;
* Increased Radar Building HP to 980.&lt;br /&gt;
* Increased Refinery HP to 980.&lt;br /&gt;
* Increased Repairpads HP to 980.&lt;br /&gt;
* Increased Spawn Bunker HP to 980.&lt;br /&gt;
* Increased Vehicle Factory HP to 980.&lt;br /&gt;
* Increased the Engineer Pistol Magazine to 15.&lt;br /&gt;
* Decreased Engineer Pistol Rate of Fire to 3.&lt;br /&gt;
* Decreased Medic SMG Rate of Fire to 6.&lt;br /&gt;
* Decreased Gattling Gun Rate of Fire to 25.&lt;br /&gt;
* Decreased RPG radius to 10.&lt;br /&gt;
* Decreased RPG DMG to 25.&lt;br /&gt;
* Increased Bomber HP to 400.&lt;br /&gt;
* Increased Transport HP to 500.&lt;br /&gt;
* Fixed the Tanks speeds, the heavy tank should now be the slowest and the Light tank the fastest.&lt;br /&gt;
* Fixed Tanks Damage, the heavy tank and medium tank no longer have the same damage. &lt;br /&gt;
* Changed Artillerys Velocity, now can shoot further.&lt;br /&gt;
* Made it so that players and vehicles can&#039;t go up the cliffs on Baen Island.&lt;br /&gt;
* Reduced AT class&#039; RPG splash damage radius from 12 to 4.&lt;br /&gt;
* Increased engineer&#039;s walls&#039; resistance to collisions.&lt;br /&gt;
* Moved variable objects from being attached to the command tank to attempt to reduce command tank lag.&lt;br /&gt;
* Altered dust effect for KAT to snow effect on glycen pipeline.&lt;br /&gt;
* Reduced springiness of KAT&#039;s wheels.&lt;br /&gt;
* Made scout&#039;s grass disguise map specific.&lt;br /&gt;
* Added radar objects back in on vehicles so that they show up when near an enemy&#039;s radar station.&lt;br /&gt;
* Lowered center of gravity for KAT and APC vehicles.&lt;br /&gt;
* Increased turning radius of APC.&lt;br /&gt;
* Placing a vehicle build crate down from the commander&#039;s factory menu within close proximity to the aircraft factory will spawn a cargo crate of that vehicle instead of the actual vehicle.  A dropship is then required to pick it up and turn it into the final vehicle using its new cargo transport ability.&lt;br /&gt;
* Made commander&#039;s view become clouded when looking at enemy vehicles and buildings that were not close to friendly vehicles and buildings.  Friendly vehicles, buildings, and infantry that are nearby will disable enemy buildings and vehicles from clouding the commander tank up to five seconds after they&#039;ve left the area.  Enemy aircraft will not cloud the commander camera.&lt;br /&gt;
* Altered commander&#039;s kit placement ability to only be able to place kits near supply bunkers and APCs.&lt;br /&gt;
* Improved placement of dropship&#039;s invisible landing gear for easier landings.&lt;br /&gt;
* Slightly reduced dropship wing&#039;s lift.&lt;br /&gt;
* Made buildings&#039; build sites be dropped in water be killed off immediately.&lt;br /&gt;
* Made all ground vehicles&#039; wreckage remain for 30 seconds after being destroyed to provide infantry cover.&lt;br /&gt;
* Reverted command tank&#039;s objects from being spawned by the map back to being spawned by the command tank.  This caused instability in 9.18.&lt;br /&gt;
* Reduced rate at which everything loses health after the command tank is destroyed.&lt;br /&gt;
* Made engineer&#039;s walls dig deeper into the ground so that you can&#039;t crawl underneath them if they&#039;re not perfectly level.&lt;br /&gt;
* Added shadow back in for spawn bunker, attempted to fix refinery&#039;s shadow.&lt;br /&gt;
* Changed tank treads back to having only four actual wheels since having more causes a crash without a precache.&lt;br /&gt;
* Altered some variables with the dropship to prevent spawning kats when it shouldn&#039;t be able to.&lt;br /&gt;
* Decreased radius you can&#039;t build around props so that you can build on the resource point on GlycenPipeline&#039;s imperial starting point.&lt;br /&gt;
* The commander can now look up when in free roaming camera.&lt;br /&gt;
* Altered APC and KAT center of gravities to not flip over so easily.&lt;br /&gt;
* Made it so that command camera experiencing the fog of war effect can&#039;t drop buildings.&lt;br /&gt;
* Changed infantry kit spawner construction boxes to smaller sized version.&lt;br /&gt;
* Replaced the old HUD icon for the dropship with one depicting the new dropship.&lt;br /&gt;
* Scout disguise objects and engineer walls are now destroyed when the command tank is destroyed.&lt;br /&gt;
* Gave command tank 999 ammo.&lt;br /&gt;
* Altered all vehicle collision meshes so that they take damage from collisions with the ground and other vehicles.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
* Removed the cursor from the commander&#039;s overhead view for selecting the menu.  The crosshair is now accurate in selecting menu items.&lt;br /&gt;
* Eliminated minimap icon from invisible menu variable objects that would appear when the commander&#039;s menu would appear.&lt;br /&gt;
* Removed minimap icons from aircraft and vehicle factory menu items.&lt;br /&gt;
* Removed ability for the commander to call for artillery.&lt;br /&gt;
* Removed ability to build near a command tank which was a popular exploit to build on the enemy command tank.&lt;br /&gt;
* Removed ability to build near static objects on the map such as bridges and bunkers.&lt;br /&gt;
* Removed models from commander&#039;s camera.&lt;br /&gt;
* Removed precache from maps.&lt;br /&gt;
* Removed the command tank&#039;s minimap icon to prevent the enemy commander from easily finding it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.11==&lt;br /&gt;
February 8, 2004&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Changed precache to actually work, which reduces sudden lag in game when having to cache a new object into memory and possibly fixing crashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.1==&lt;br /&gt;
January 10, 2004&lt;br /&gt;
&lt;br /&gt;
* Initial Release&lt;br /&gt;
* Added: All&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=5821</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=5821"/>
		<updated>2009-01-12T01:40:11Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* What games are similar to Empires Mod? */  BZ2!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://empiresmod.com/download.php Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/team.php Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
This is still a Beta version, Aircraft will be included with an upcoming patch. &lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
Empires is currently in public beta, which means that it is not complete. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/forumdisplay.php?f=6 Forums] or on the [http://www.empiresmod.com/bug_tracker/main_page.php Bug Tracker].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the [http://forums.empiresmod.com/ Forums], as well as the [[Maps]] section here on the wiki.&lt;br /&gt;
&lt;br /&gt;
Custom maps utilized in Empires League matches can be found here: [http://files.empiresleague.com/ Empires League Fileserver]&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://www.empiresmod.com/help/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main Empires Mod Irc channel #Empiresmod on Gamesurge.net.&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=APC&amp;diff=5819</id>
		<title>APC</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=APC&amp;diff=5819"/>
		<updated>2009-01-11T19:34:57Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Research needed for spawnpoint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; APC}}&lt;br /&gt;
[[Image:NFAPC.jpg|thumb|right|Northern Faction APC]]&lt;br /&gt;
[[Image:BEAPC.JPG|thumb|right|Brenodi Empire APC]]&lt;br /&gt;
The armored personnel carriers&#039;s (APC) role is for the safe transportation of infantry through hostile territory. It is lightly armored but more resiliant to attack than the [[Jeep]], while generally sacrificing speed. However, it can be customized for greater speed by stripping any defensive weaponry and installing a better engine.&lt;br /&gt;
&lt;br /&gt;
An APC can also act as a mobile spawn point once &amp;quot;Advanced Personnel Deployment&amp;quot; is researched by the [[commander|Commander]]. On the map APCs show up as moving blue([[Brenodi Empire|BE]]) or red([[Northern Faction|NF]]) dots (just like the [[Barracks|barracks]]) and players can choose to spawn inside of them. Respawning players will appear inside of the APC if there is space available. If there are no empty seats, the player appears outside of the APC.  When in one of the APC&#039;s passenger seats, a player will collect health and ammo automatically until full.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Brenodi Empire&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Northern Faction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-equipped weight&#039;&#039;&#039;&lt;br /&gt;
|614 / 884&lt;br /&gt;
|579 / 849&lt;br /&gt;
|}&lt;br /&gt;
* Seats: 8&lt;br /&gt;
* Non-Equipped Cost: 100&lt;br /&gt;
* Heat Capacity: 100&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 3&lt;br /&gt;
* Sides: 3&lt;br /&gt;
* Back: 3&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* &#039;&#039;&#039;Weapon Slots&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg slot large.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gl slot large.gif|left]]&lt;br /&gt;
&#039;&#039;&#039;Grenade Launchers&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles|APC]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5737</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5737"/>
		<updated>2009-01-07T23:37:36Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added 2.21 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.21 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.22 Beta&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Source Engine=&lt;br /&gt;
==Empires 2.21==&lt;br /&gt;
December 29, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Shells now eject from all weapons&lt;br /&gt;
*Added: Muzzleflashes now light up the area around them&lt;br /&gt;
*Added: Rudamentry stat tracking interface.  Only records maps wins/losses for now.&lt;br /&gt;
*Added: emp_sv_stats_enabled cvar.&lt;br /&gt;
*Added: Customizable falloff for vehicle MGs.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Scoreboard text wasn&#039;t properly aligned.&lt;br /&gt;
*Fixed: emp_glycencity: Fixed vehicles clipping through short walls at the middle flag&lt;br /&gt;
*Fixed: Mines could be dropped in the commander interface&lt;br /&gt;
*Fixed: Sever skipping maps&lt;br /&gt;
*Fixed: Map brush wasn&#039;t properly unsticking people.&lt;br /&gt;
*Fixed: Commander could change team in command interface using jointeam.&lt;br /&gt;
*Fixed: Rifleman armor, &#039;dig in&#039;, and squad armor aura now affect damage received.&lt;br /&gt;
*Fixed: Repair station not repairing vehicle that has armor left.&lt;br /&gt;
*Fixed: Melee attacks were not lag compensated.&lt;br /&gt;
*Fixed: Possible fix to commander crash relating to physics&lt;br /&gt;
*Fixed: It is now possible to revive people who have killed themselves.  It doesn&#039;t give a point&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: Added more tickets to Canyon (prev: 200, now 300)&lt;br /&gt;
*Modified: emp_mvalley: Uses nice looking water&lt;br /&gt;
*Modified: Re-enabled the bump maps for BE building textures&lt;br /&gt;
*Modified: Joining a team with more players is not possible.&lt;br /&gt;
*Modified: Concussion grenades don&#039;t blind spectators.&lt;br /&gt;
*Modified: Entering a vehicle after throwing a sticky grenade at it no longer does damage to the vehicle&lt;br /&gt;
*Modified: Jeeps can now carry 4 plates of reactive armor.&lt;br /&gt;
*Modified: Infantry weapons have been slightly modified.&lt;br /&gt;
&lt;br /&gt;
*Modified/Fixed: Canyon Optimizations, Viscluster added,Increased the size of hint brush covering skybox&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: &amp;quot;spectate&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
==Empires 2.2 Beta==&lt;br /&gt;
December 12, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Skill points and kill/death counts are stored. If a player crashes and comes back he retains his points.&lt;br /&gt;
*Added: Notification that a respawn or class change is necessary to acquire selected skills.&lt;br /&gt;
*Added: Vehicle Handbrake&lt;br /&gt;
*Added: Different Modifiers to spread and kick while in Iron sight mode&lt;br /&gt;
*Added: Scriptable Weapon damage falloff&lt;br /&gt;
*Added: New Camo skins for all playermodels&lt;br /&gt;
*Added: Vehicle horns&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Commander and Infantry commands can now be bound to the space bar&lt;br /&gt;
*Fixed: If a player dies by the bio effect, he no longer spawns instantly&lt;br /&gt;
*Fixed: Crash relating to switching teams with the vehicle menu open and then building a vehicle&lt;br /&gt;
*Fixed: Crosshair turning green when looking at engineer buildings&lt;br /&gt;
*Fixed: Double animation for grenade throws&lt;br /&gt;
*Fixed: Engineer Radar no longer spins while dead.&lt;br /&gt;
*Fixed: Scout training has improved, and they no longer think that they can sabotage Walls, Engineer Radars, and Cameras. Silly Scouts....&lt;br /&gt;
*Fixed: Scoreboard no longer shows spectators and unconnected people as dead&lt;br /&gt;
*Fixed: Server no longer uses the Standing collision boxes for prone players&lt;br /&gt;
*Fixed: You can now use Voice Chat with the Vehicle Customization Menu open.&lt;br /&gt;
*Fixed: Nukes now give proper Heat To Target.&lt;br /&gt;
*Fixed/Modified: Bio weapons work properly on regen effect / cancel out regen effect + damage&lt;br /&gt;
*Fixed: If there were more than 32 players on a server players 33-46 could not be muted via scoreboard. Instead player 32 (?) was being muted all the time.&lt;br /&gt;
*Fixed: You can exit vehicles on top of buildable brushes&lt;br /&gt;
*Fixed: Involuntary squad switch related to F menu&lt;br /&gt;
*Fixed: Priming a grenade while prone + standing up resulted in stuck animation&lt;br /&gt;
*Fixed: Various description text typos and grammatical errors&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: APC spawn points are now Researchable&lt;br /&gt;
*Modified: The number of players on a team is now visible on the Team Selection Menu&lt;br /&gt;
*Modified: RShift, RCtrl, and RAlt are now treated separate from their left counterparts, and can be used in binds.&lt;br /&gt;
*Modified: Commander Vehicles are now frozen for 60 seconds after commander vote.&lt;br /&gt;
*Modified: Engines now have specific settings for Chassis type&lt;br /&gt;
*Modified: BE Assault Rifle has been modified to have a 3-round burst, and has been re-christened the Brenodi Assault Carbine.&lt;br /&gt;
*Modified: BE Pistol 2 has been modified to have a 3-round burst, and has been renamed to the Brenodi Machine Pistol&lt;br /&gt;
*Modified: Vehicle Armor rebalanced&lt;br /&gt;
*Modified: Various research cost changes&lt;br /&gt;
*Modified: Heavy tank vehicle speed lowered&lt;br /&gt;
*Modified: Nuke description and name changed to HIT Warhead&lt;br /&gt;
*Modified: Lock-on sound has been changed to be less annoying.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: The First mine no longer explodes after a Ninth mine has been dropped. &lt;br /&gt;
&lt;br /&gt;
==Empires 2.12 Beta==&lt;br /&gt;
January 30, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode. A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Empires 2.11 Beta==&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
==Empires 2.1 Beta==&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
==Empires 2.0 Beta==&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Closed Beta Version: Version 1.08==&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
==Version 1.071 Beta ==&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
==Version 1.07 Beta==&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
==Unofficial Version 1.064 Beta==&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Version 1.06 Beta==&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Version 1.05 Beta==&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
==Version 1.04 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
==Version 1.031 Beta==&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
==Version 1.03 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 1.02 Beta==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
==Version 1.01 Beta==&lt;br /&gt;
March 17, 2006&lt;br /&gt;
===Additions===&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
===Fixes===&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
===Removals===&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
==Version 1.0 Beta==&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Refractor 2 Engine=&lt;br /&gt;
==Version 0.2==&lt;br /&gt;
April 10, 2004&lt;br /&gt;
&lt;br /&gt;
{{Note|This section may requires heavy cleaning.}}&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
* New map - EMP_GlycenPipeline&lt;br /&gt;
* New map - EMP_BaenIsland&lt;br /&gt;
* Added statics to factory and spawn bunker&lt;br /&gt;
* New HUD&lt;br /&gt;
* Added reflections to vehicles and weapons&lt;br /&gt;
* New sniper scope&lt;br /&gt;
* Added 44khz APC and KAT sounds&lt;br /&gt;
* Added 3rd person view to infantry.&lt;br /&gt;
* Added new flags for each side.&lt;br /&gt;
* Added new dropship model.&lt;br /&gt;
* Added ability for engineer to enter a built wall and easily build connecting walls on both sides.&lt;br /&gt;
* Added shadow to scout&#039;s rock disguise.&lt;br /&gt;
* Added resource generator to command tank.  Even if you have no resource points, you&#039;ll still get 1 credit per every 10 seconds.  Therefore, you have a chance to somehow come back if you lose all your refineries and don&#039;t have enough credits to afford another refinery.&lt;br /&gt;
* Added ability for dropship to pick up cargo crates containing vehicles and spawn that vehicle elsewhere.  The secondary fire button will pick up the cargo crate when close to it.  The &amp;quot;deploy cargo&amp;quot; icon will appear if it has been picked up.  Land the dropship anywhere else, and press seconardy fire again to spawn that vehicle behind you.&lt;br /&gt;
* Added ability for already built vehicles to use pitch up (default is the up arrow) to turn itself into a cargo crate.  This ability is only available when the vehicle is at full health and a dropship which is not currently carrying a vehicle is within 50 units.  Its health will then drop down to zero, destroying itself and leaving a cargo crate in its place.  10 seconds will be given to exit the vehicles, and a vocal warning of &amp;quot;bail out&amp;quot; will be given.  The pitch up key must be held for 4-8 seconds.  This cannot be done within 50 units of any other cargo crate.&lt;br /&gt;
* Added flak ammo to APC&#039;s forward turret so that it can now damage vehicles.&lt;br /&gt;
* Added new mission briefing info on level loading screens.&lt;br /&gt;
* Added new soldier player model for both sides and new first person hands.&lt;br /&gt;
* Created separate server build with no textures or sounds.&lt;br /&gt;
* New precache which only caches vehicles and aircraft.&lt;br /&gt;
* Added new HUD icons for when you&#039;re inside the engineer&#039;s walls or the scout&#039;s disguise objects.&lt;br /&gt;
* Added support struts to ends of engineer&#039;s straight wall to prevent infantry from being able to squeeze through walls placed next to eachother.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fixed animations file to work with BF1942 1.6.&lt;br /&gt;
* Fixed 1st person infantry view to look straight up.&lt;br /&gt;
* Fixed 3rd person view for aircraft from zooming out so much.&lt;br /&gt;
* Fixed KAT not blowing up when its associated team loses.&lt;br /&gt;
* Fixed KAT driver and passengers being inside the vehicle upon exiting.&lt;br /&gt;
* Fixed game not ending when command tank dies by going in water.&lt;br /&gt;
* Fixed crash when client tried to join a dedicated server.&lt;br /&gt;
* Fixed build variables object attached to commander&#039;s PCO not being destroyed upon exiting.&lt;br /&gt;
* Fixed crash when in commander camera and pressing &amp;quot;1&amp;quot;.&lt;br /&gt;
* Fixed walls from disappearing when not looking at their center and fixed their shadows too.&lt;br /&gt;
* Fixed the supply bunker and refinery&#039;s shadows.&lt;br /&gt;
* Fixed AT&#039;s RPG to sit on his shoulder instead of going through it.&lt;br /&gt;
* Fixed Rocket Turrets Being Able to shoot machine gun.&lt;br /&gt;
* Fixed commander unable to build things sometimes until he exited the camera and got back in.&lt;br /&gt;
* Fixed the engineer&#039;s corner wall icon not turning blue when disabled.&lt;br /&gt;
* Fixed dying while in the commander camera not letting anyone else enter the command tank afterward.&lt;br /&gt;
* Once again, attempted to fix the resources going to 0 instead of 100 bug.&lt;br /&gt;
* Fixed the external view of the command tank being very far away.&lt;br /&gt;
* Fixed engineer&#039;s &amp;quot;Kill Placed Object&amp;quot; menu item taking several times to kill walls.&lt;br /&gt;
* Fixed command tank&#039;s player spawner from not being killed off when it should&#039;ve been after 3 minutes.&lt;br /&gt;
* Fixed bug where apc cargo crate wouldn&#039;t disappear after being picked up by a dropship.&lt;br /&gt;
* Fixed comm view fog flickering on and off when a friendly vehicle was parked next to an enemy vehicle.&lt;br /&gt;
* Fixed placing engineer kit from commander&#039;s factory menu crashing the game.&lt;br /&gt;
* Fixed some supply depots (like the repair pad and engineer ammo crate) not working.&lt;br /&gt;
* Fixed NF aircraft factory not having an icon.&lt;br /&gt;
* Fixed dropship not picking up vehicle crates.&lt;br /&gt;
* Fixed bomber exploding upon being built from the commander&#039;s factory menu.&lt;br /&gt;
* Fixed vehicle crate not disappearing for APC when picked up by a dropship.&lt;br /&gt;
* Fixed network bug where placing kits from commander&#039;s factory menu disconnected all players.&lt;br /&gt;
* Fixed imperial commander able to build vehicles and aircraft around command tank which was placed in for testing purposes and I forgot to take it out.&lt;br /&gt;
* Fixed commander&#039;s camera from exploding when going back to tank, damaging nearby objects.&lt;br /&gt;
* Fixed engineer&#039;s wall PCO not turning beyond +45/-45 degrees when placing an adjacent wall.&lt;br /&gt;
* Fixed northern faction wall from being unenterable.&lt;br /&gt;
* Fixed medic crate from falling through ground.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
* EMP_DesertValley - Name change and statics added.&lt;br /&gt;
* Changed weapon/soldier camera so that you see from your head, not your chin (So that when you duck you dont get the top of your head shot off when you think you&#039;re actually behind something)&lt;br /&gt;
* Changed scout&#039;s dummy disguise to be completely invisible and die after two minutes.  Changed scout disguise menu to reenable after 2 minutes once a disguise object is dropped.&lt;br /&gt;
* Changed medic&#039;s medical crate and engineer ammo crate to appear instantly once being selected from the menu instead of having the build crate appear and then spawn them.&lt;br /&gt;
* Changed position of command tank&#039;s commander view so that players outside of the command tank can see the name of the person occupying it.&lt;br /&gt;
* Reenabled the external camera views for the command tank.&lt;br /&gt;
* Made the command tank&#039;s overhead camera a separate player controlled object activated by right-click instead of entering position #2.  No one else can enter the command tank ever as long as one person is in the tank compared with before where one person could be in each passenger seat.&lt;br /&gt;
* The command tank&#039;s overhead camera now always moves based on which direction you&#039;re facing, IE: moving left and right will always strafe the camera left and right based on the direction the camera is facing, not the command tank&#039;s direction.  Also, the minimap is always centered on the camera&#039;s position and is viewable by all players on the team, not just when close or when using the call for artillery view.&lt;br /&gt;
* Changed minimap icon for planes to triangles.&lt;br /&gt;
* Changed gatling gun, pistol, and medic smg weapon flashes to match with end of barrel.&lt;br /&gt;
* Change anti-tank&#039;s RPG to not drift downward at all after firing.&lt;br /&gt;
* Increased the rate that the medic pack and repair wrench regain energy.&lt;br /&gt;
* Added back in enemy vehicles and aircraft showing up on the minimap when near your team&#039;s radar building.&lt;br /&gt;
* Increased distance around buildings that you can&#039;t build within.&lt;br /&gt;
* Increased the mass of all tanks.&lt;br /&gt;
* Increased gatling gun and scout rifle accuracy.  Decreased heat added per shot for gatling gun.  Reduced round of fire for engineer pistol and scout rifle.&lt;br /&gt;
* Increased distance you can select a menu item from so that you can select menu items even if the menu isn&#039;t the perfect distance from the commander&#039;s camera.&lt;br /&gt;
* Increased commander&#039;s camera movement speed.&lt;br /&gt;
* Decreased the rate at which you can place buildings, vehicles, and kits to a maximum of one per every two seconds.  This fixes the possibility of building two buildings at the same time right next to eachother.&lt;br /&gt;
* Changed scout&#039;s rock disguise object to the rocks on Baen, made it enterable, and gave it hitpoints so that it can be destroyed.&lt;br /&gt;
* Increased expack&#039;s damage towards buildings.&lt;br /&gt;
* Increased Aircraft Factorys HP to 980.&lt;br /&gt;
* Increased Radar Building HP to 980.&lt;br /&gt;
* Increased Refinery HP to 980.&lt;br /&gt;
* Increased Repairpads HP to 980.&lt;br /&gt;
* Increased Spawn Bunker HP to 980.&lt;br /&gt;
* Increased Vehicle Factory HP to 980.&lt;br /&gt;
* Increased the Engineer Pistol Magazine to 15.&lt;br /&gt;
* Decreased Engineer Pistol Rate of Fire to 3.&lt;br /&gt;
* Decreased Medic SMG Rate of Fire to 6.&lt;br /&gt;
* Decreased Gattling Gun Rate of Fire to 25.&lt;br /&gt;
* Decreased RPG radius to 10.&lt;br /&gt;
* Decreased RPG DMG to 25.&lt;br /&gt;
* Increased Bomber HP to 400.&lt;br /&gt;
* Increased Transport HP to 500.&lt;br /&gt;
* Fixed the Tanks speeds, the heavy tank should now be the slowest and the Light tank the fastest.&lt;br /&gt;
* Fixed Tanks Damage, the heavy tank and medium tank no longer have the same damage. &lt;br /&gt;
* Changed Artillerys Velocity, now can shoot further.&lt;br /&gt;
* Made it so that players and vehicles can&#039;t go up the cliffs on Baen Island.&lt;br /&gt;
* Reduced AT class&#039; RPG splash damage radius from 12 to 4.&lt;br /&gt;
* Increased engineer&#039;s walls&#039; resistance to collisions.&lt;br /&gt;
* Moved variable objects from being attached to the command tank to attempt to reduce command tank lag.&lt;br /&gt;
* Altered dust effect for KAT to snow effect on glycen pipeline.&lt;br /&gt;
* Reduced springiness of KAT&#039;s wheels.&lt;br /&gt;
* Made scout&#039;s grass disguise map specific.&lt;br /&gt;
* Added radar objects back in on vehicles so that they show up when near an enemy&#039;s radar station.&lt;br /&gt;
* Lowered center of gravity for KAT and APC vehicles.&lt;br /&gt;
* Increased turning radius of APC.&lt;br /&gt;
* Placing a vehicle build crate down from the commander&#039;s factory menu within close proximity to the aircraft factory will spawn a cargo crate of that vehicle instead of the actual vehicle.  A dropship is then required to pick it up and turn it into the final vehicle using its new cargo transport ability.&lt;br /&gt;
* Made commander&#039;s view become clouded when looking at enemy vehicles and buildings that were not close to friendly vehicles and buildings.  Friendly vehicles, buildings, and infantry that are nearby will disable enemy buildings and vehicles from clouding the commander tank up to five seconds after they&#039;ve left the area.  Enemy aircraft will not cloud the commander camera.&lt;br /&gt;
* Altered commander&#039;s kit placement ability to only be able to place kits near supply bunkers and APCs.&lt;br /&gt;
* Improved placement of dropship&#039;s invisible landing gear for easier landings.&lt;br /&gt;
* Slightly reduced dropship wing&#039;s lift.&lt;br /&gt;
* Made buildings&#039; build sites be dropped in water be killed off immediately.&lt;br /&gt;
* Made all ground vehicles&#039; wreckage remain for 30 seconds after being destroyed to provide infantry cover.&lt;br /&gt;
* Reverted command tank&#039;s objects from being spawned by the map back to being spawned by the command tank.  This caused instability in 9.18.&lt;br /&gt;
* Reduced rate at which everything loses health after the command tank is destroyed.&lt;br /&gt;
* Made engineer&#039;s walls dig deeper into the ground so that you can&#039;t crawl underneath them if they&#039;re not perfectly level.&lt;br /&gt;
* Added shadow back in for spawn bunker, attempted to fix refinery&#039;s shadow.&lt;br /&gt;
* Changed tank treads back to having only four actual wheels since having more causes a crash without a precache.&lt;br /&gt;
* Altered some variables with the dropship to prevent spawning kats when it shouldn&#039;t be able to.&lt;br /&gt;
* Decreased radius you can&#039;t build around props so that you can build on the resource point on GlycenPipeline&#039;s imperial starting point.&lt;br /&gt;
* The commander can now look up when in free roaming camera.&lt;br /&gt;
* Altered APC and KAT center of gravities to not flip over so easily.&lt;br /&gt;
* Made it so that command camera experiencing the fog of war effect can&#039;t drop buildings.&lt;br /&gt;
* Changed infantry kit spawner construction boxes to smaller sized version.&lt;br /&gt;
* Replaced the old HUD icon for the dropship with one depicting the new dropship.&lt;br /&gt;
* Scout disguise objects and engineer walls are now destroyed when the command tank is destroyed.&lt;br /&gt;
* Gave command tank 999 ammo.&lt;br /&gt;
* Altered all vehicle collision meshes so that they take damage from collisions with the ground and other vehicles.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
* Removed the cursor from the commander&#039;s overhead view for selecting the menu.  The crosshair is now accurate in selecting menu items.&lt;br /&gt;
* Eliminated minimap icon from invisible menu variable objects that would appear when the commander&#039;s menu would appear.&lt;br /&gt;
* Removed minimap icons from aircraft and vehicle factory menu items.&lt;br /&gt;
* Removed ability for the commander to call for artillery.&lt;br /&gt;
* Removed ability to build near a command tank which was a popular exploit to build on the enemy command tank.&lt;br /&gt;
* Removed ability to build near static objects on the map such as bridges and bunkers.&lt;br /&gt;
* Removed models from commander&#039;s camera.&lt;br /&gt;
* Removed precache from maps.&lt;br /&gt;
* Removed the command tank&#039;s minimap icon to prevent the enemy commander from easily finding it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.11==&lt;br /&gt;
February 8, 2004&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Changed precache to actually work, which reduces sudden lag in game when having to cache a new object into memory and possibly fixing crashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.1==&lt;br /&gt;
January 10, 2004&lt;br /&gt;
&lt;br /&gt;
* Initial Release&lt;br /&gt;
* Added: All&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Weapons&amp;diff=5736</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Weapons&amp;diff=5736"/>
		<updated>2009-01-07T23:27:33Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Weapons}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page lists infantry weapons.  For lists of vehicle weapons, check the [[Vehicle Weapon Appendix]].&#039;&#039;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Appendix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Note|As of 2.2 New weapons have been added, as well as damage fall off and minimal damage stats. The stated fall off in world units is the point at which the gun received an 85% reduction in damage. Minimal damage is the lowest damage can get for the weapon at long ranges. For reference, the BE barracks is aprx. 1000 world units long.}}&lt;br /&gt;
&lt;br /&gt;
{{Note|As of 2.21 weapons are still being tested and adjusted. The values on this page may or may not be fully updated with each version.}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_PISTOL1_1.jpg|thumb|left|Brenodi Empire Standard Issue Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue Brenodi pistol. Weighted for more accuracy than the Northern Faction 9mm, but with more kick. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30(Minimal 5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Fair&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate Of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;5/sec(Single Shot)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Falloff||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Short(500 Units)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_PISTOL2_1.jpg|thumb|left|Brenodi Empire High Caliber Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Machine Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | An automatic pistol that fires 3 round bursts.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;15(Minimum 5)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Good&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate Of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;3 Bursts/Second&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Falloff||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Short(400 Units)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:Ravenarms9mm.jpg|thumb|left|NF 9mm Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction 9mm Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard sidearm for the Northern Faction.  While it&#039;s not initially as accurate as the BE standard issue; compensating for recoil is easier with the 9mm. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Fair&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;5/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_PISTOL2_1.jpg|thumb|left|Northern Faction Shot Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Shot Pistol&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armed with dual shotgun shells for close range action.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;10 pellets x 12 damage each&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Poor&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;2/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a highRate of Fire, but a low damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_SMG1_2.jpg|thumb|left|Brenodi Empire Standard Issue SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Engineer SMG 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue SMG. Accurate but weak.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Good&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;10/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_SMG2_2.jpg|thumb|left|Brenodi Empire Balanced SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi SMG 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | An average SMG with a good balance of firepower and Accuracy. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Fair&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;12/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_SMG1_2.jpg|thumb|left|Northern Faction Standard Issue SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction SMG 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue SMG. Accurate but weak. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Good&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;11/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_SMG2_2.jpg|thumb|left|Northern Faction Balanced SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction SMG 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | An average SMG with a good balance of firepower andAccuracy.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Fair&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;12/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential. The standard and heavy rifles are equipped with ironsights which reduce spread by 25%, while the scout rifles are equipped with scopes imparting perfect accuracy when used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_RIFLE1_2.jpg|thumb|left|Brenodi Empire Standard Issue Rifle]]  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue ranged rifle with medium zoom.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Good&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;13/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_AR_2.jpg|thumb|left|Northern Faction Standard Issue Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue assault rifle with ironsights for improved aim.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Good&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;14/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_RIFLE2_2.jpg|thumb|left|Brenodi Empire Heavy Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Heavy Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard rifle modified with a larger clip and tiny zoom.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Fair&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;12.5/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_50CAL_2.jpg|thumb|left|Northern Faction .50 Cal Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction .50cal Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Very heavy semi-automatic rifle with a small clip and no zoom.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Very Good&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;5.5/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_RR_2.jpg|thumb|left|Brenodi Empire Ranged Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Scout Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;Excellent&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;1/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_RR_2.jpg|thumb|left|Northern Faction Ranged Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Scout Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;Excellent&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;1/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Heavy weapons are (semi-)automatic weapons, often with high explosive compounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_HMG_2.jpg|thumb|left|Brenodi Empire Heavy Machine Gun]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppressive fire.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;400&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Poor&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;11/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_HMG_2.jpg|thumb|left|Northern Faction Heavy Machine Gun]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppressive fire.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] &amp;lt;small&amp;gt;400&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;Poor&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] &amp;lt;small&amp;gt;11/sec&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_MORTAR_2.jpg|thumb|left|Brenodi Empire Rocket Launcher]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Guided missile launcher, well suited to the anti-armor role.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 105&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Rockets&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Good&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 20 Missiles Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_RPG_2.jpg|thumb|left|Nothern Faction Rocket Launcher]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Guided missle launcher, well suited to the anti-armor role.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 80&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Rockets&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Good&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 20 Missiles Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_MORTAR.jpg|thumb|left|Brenodi Empire Mortar]]  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Mortar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 120&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 10 Rounds&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Excellent&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 15 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_MORTAR.jpg|thumb|left|Northern Faction Mortar]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Mortar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 120&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 10 Rounds&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Excellent&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 15 Rounds Per Minute&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Equipment&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Equipment are all hand-held objects that may prove useful to the playing class. They range from binoculars to anti-personnel/anti-tank mines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_BINOC.jpg|thumb|left|Northern Faction Binoculars]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to observe enemy activity and call in strikes.&lt;br /&gt;
|-&lt;br /&gt;
|Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_MINE_2.jpg|thumb|left|Brenodi Empire Mine (Top)]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Mine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective for infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 110&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_MINE_2.jpg|thumb|left|Northern Faction Mine]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Mine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective for infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 110&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_GREN.jpg|thumb|left|Brenodi Empire Standard Issue Grenade]][[Image:NF_GREN.jpg|thumb|left|Northern Faction Standard Issue Grenade]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Effective for assaults or temporary visual cover.&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussion Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A blinding flash grenade that affects turrets and infantry.&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Explosive Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Seismic Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extremely effective at destroying buildings and defensive structures.&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Bomb&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Light anti-vehicular bomb with an adhesive surface. The user needs to be near the target for it to be effectively thrown and attached.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; |Ammo Limit: || 2 Bombs&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Heat Bomb&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Light anti-vehicular bomb with an adhesive surface that causes an immense heat increase. The user needs to be near the target for it to be effectively thrown and attached.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; |Ammo Limit: || 2 Bombs&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_TOOL_3.jpg|thumb|left|Brenodi Empire Engineer Tool]][[Image:NF_TOOL_3.jpg|thumb|left|Northern Faction Engineer Tool]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Engineer Tool&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]].&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 26&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tips&#039;&#039;&#039; ==&lt;br /&gt;
* Various [[Skills|skills]] can modify these default values.  For example, the general &#039;&#039;&amp;quot;Ammo Increase&amp;quot;&#039;&#039; skill will double the ammo carrying capacity of all weapons and grenades, and the [[Rifleman|Rifleman&#039;s]] class specific skill &#039;&#039;&amp;quot;Damage Increase&amp;quot;&#039;&#039; will increase damage dealt by your pistols and rifles by 10%.&lt;br /&gt;
&lt;br /&gt;
* Grenadier RPG Rockets no longer significantly damage buildings. This was implemented in 2.2 to prevent rocket sniping. ML turrets placed by the commander or an Engineer are unaffected.&lt;br /&gt;
&lt;br /&gt;
*You can prime grenades. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds. You cannot blow yourself up when priming a grenade&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5662</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5662"/>
		<updated>2008-12-20T11:04:08Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added 2.2 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.2 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.3 Beta&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Source Engine=&lt;br /&gt;
==Empires 2.2 Beta==&lt;br /&gt;
December 12, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: Skill points and kill/death counts are stored. If a player crashes and comes back he retains his points.&lt;br /&gt;
*Added: Notification that a respawn or class change is necessary to acquire selected skills.&lt;br /&gt;
*Added: Vehicle Handbrake&lt;br /&gt;
*Added: Different Modifiers to spread and kick while in Iron sight mode&lt;br /&gt;
*Added: Scriptable Weapon damage falloff&lt;br /&gt;
*Added: New Camo skins for all playermodels&lt;br /&gt;
*Added: Vehicle horns&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: Commander and Infantry commands can now be bound to the space bar&lt;br /&gt;
*Fixed: If a player dies by the bio effect, he no longer spawns instantly&lt;br /&gt;
*Fixed: Crash relating to switching teams with the vehicle menu open and then building a vehicle&lt;br /&gt;
*Fixed: Crosshair turning green when looking at engineer buildings&lt;br /&gt;
*Fixed: Double animation for grenade throws&lt;br /&gt;
*Fixed: Engineer Radar no longer spins while dead.&lt;br /&gt;
*Fixed: Scout training has improved, and they no longer think that they can sabotage Walls, Engineer Radars, and Cameras. Silly Scouts....&lt;br /&gt;
*Fixed: Scoreboard no longer shows spectators and unconnected people as dead&lt;br /&gt;
*Fixed: Server no longer uses the Standing collision boxes for prone players&lt;br /&gt;
*Fixed: You can now use Voice Chat with the Vehicle Customization Menu open.&lt;br /&gt;
*Fixed: Nukes now give proper Heat To Target.&lt;br /&gt;
*Fixed/Modified: Bio weapons work properly on regen effect / cancel out regen effect + damage&lt;br /&gt;
*Fixed: If there were more than 32 players on a server players 33-46 could not be muted via scoreboard. Instead player 32 (?) was being muted all the time.&lt;br /&gt;
*Fixed: You can exit vehicles on top of buildable brushes&lt;br /&gt;
*Fixed: Involuntary squad switch related to F menu&lt;br /&gt;
*Fixed: Priming a grenade while prone + standing up resulted in stuck animation&lt;br /&gt;
*Fixed: Various description text typos and grammatical errors&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: APC spawn points are now Researchable&lt;br /&gt;
*Modified: The number of players on a team is now visible on the Team Selection Menu&lt;br /&gt;
*Modified: RShift, RCtrl, and RAlt are now treated separate from their left counterparts, and can be used in binds.&lt;br /&gt;
*Modified: Commander Vehicles are now frozen for 60 seconds after commander vote.&lt;br /&gt;
*Modified: Engines now have specific settings for Chassis type&lt;br /&gt;
*Modified: BE Assault Rifle has been modified to have a 3-round burst, and has been re-christened the Brenodi Assault Carbine.&lt;br /&gt;
*Modified: BE Pistol 2 has been modified to have a 3-round burst, and has been renamed to the Brenodi Machine Pistol&lt;br /&gt;
*Modified: Vehicle Armor rebalanced&lt;br /&gt;
*Modified: Various research cost changes&lt;br /&gt;
*Modified: Heavy tank vehicle speed lowered&lt;br /&gt;
*Modified: Nuke description and name changed to HIT Warhead&lt;br /&gt;
*Modified: Lock-on sound has been changed to be less annoying.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Removed: The First mine no longer explodes after a Ninth mine has been dropped. &lt;br /&gt;
&lt;br /&gt;
==Empires 2.12 Beta==&lt;br /&gt;
January 30, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode. A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Empires 2.11 Beta==&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
==Empires 2.1 Beta==&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
==Empires 2.0 Beta==&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Closed Beta Version: Version 1.08==&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
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Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
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Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
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Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
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Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
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Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
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Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
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Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
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Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
==Version 1.071 Beta ==&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
==Version 1.07 Beta==&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
==Unofficial Version 1.064 Beta==&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Version 1.06 Beta==&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Version 1.05 Beta==&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
==Version 1.04 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
==Version 1.031 Beta==&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
==Version 1.03 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 1.02 Beta==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
==Version 1.01 Beta==&lt;br /&gt;
March 17, 2006&lt;br /&gt;
===Additions===&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
===Fixes===&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
===Removals===&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
==Version 1.0 Beta==&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Refractor 2 Engine=&lt;br /&gt;
==Version 0.2==&lt;br /&gt;
April 10, 2004&lt;br /&gt;
&lt;br /&gt;
{{Note|This section may requires heavy cleaning.}}&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
* New map - EMP_GlycenPipeline&lt;br /&gt;
* New map - EMP_BaenIsland&lt;br /&gt;
* Added statics to factory and spawn bunker&lt;br /&gt;
* New HUD&lt;br /&gt;
* Added reflections to vehicles and weapons&lt;br /&gt;
* New sniper scope&lt;br /&gt;
* Added 44khz APC and KAT sounds&lt;br /&gt;
* Added 3rd person view to infantry.&lt;br /&gt;
* Added new flags for each side.&lt;br /&gt;
* Added new dropship model.&lt;br /&gt;
* Added ability for engineer to enter a built wall and easily build connecting walls on both sides.&lt;br /&gt;
* Added shadow to scout&#039;s rock disguise.&lt;br /&gt;
* Added resource generator to command tank.  Even if you have no resource points, you&#039;ll still get 1 credit per every 10 seconds.  Therefore, you have a chance to somehow come back if you lose all your refineries and don&#039;t have enough credits to afford another refinery.&lt;br /&gt;
* Added ability for dropship to pick up cargo crates containing vehicles and spawn that vehicle elsewhere.  The secondary fire button will pick up the cargo crate when close to it.  The &amp;quot;deploy cargo&amp;quot; icon will appear if it has been picked up.  Land the dropship anywhere else, and press seconardy fire again to spawn that vehicle behind you.&lt;br /&gt;
* Added ability for already built vehicles to use pitch up (default is the up arrow) to turn itself into a cargo crate.  This ability is only available when the vehicle is at full health and a dropship which is not currently carrying a vehicle is within 50 units.  Its health will then drop down to zero, destroying itself and leaving a cargo crate in its place.  10 seconds will be given to exit the vehicles, and a vocal warning of &amp;quot;bail out&amp;quot; will be given.  The pitch up key must be held for 4-8 seconds.  This cannot be done within 50 units of any other cargo crate.&lt;br /&gt;
* Added flak ammo to APC&#039;s forward turret so that it can now damage vehicles.&lt;br /&gt;
* Added new mission briefing info on level loading screens.&lt;br /&gt;
* Added new soldier player model for both sides and new first person hands.&lt;br /&gt;
* Created separate server build with no textures or sounds.&lt;br /&gt;
* New precache which only caches vehicles and aircraft.&lt;br /&gt;
* Added new HUD icons for when you&#039;re inside the engineer&#039;s walls or the scout&#039;s disguise objects.&lt;br /&gt;
* Added support struts to ends of engineer&#039;s straight wall to prevent infantry from being able to squeeze through walls placed next to eachother.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fixed animations file to work with BF1942 1.6.&lt;br /&gt;
* Fixed 1st person infantry view to look straight up.&lt;br /&gt;
* Fixed 3rd person view for aircraft from zooming out so much.&lt;br /&gt;
* Fixed KAT not blowing up when its associated team loses.&lt;br /&gt;
* Fixed KAT driver and passengers being inside the vehicle upon exiting.&lt;br /&gt;
* Fixed game not ending when command tank dies by going in water.&lt;br /&gt;
* Fixed crash when client tried to join a dedicated server.&lt;br /&gt;
* Fixed build variables object attached to commander&#039;s PCO not being destroyed upon exiting.&lt;br /&gt;
* Fixed crash when in commander camera and pressing &amp;quot;1&amp;quot;.&lt;br /&gt;
* Fixed walls from disappearing when not looking at their center and fixed their shadows too.&lt;br /&gt;
* Fixed the supply bunker and refinery&#039;s shadows.&lt;br /&gt;
* Fixed AT&#039;s RPG to sit on his shoulder instead of going through it.&lt;br /&gt;
* Fixed Rocket Turrets Being Able to shoot machine gun.&lt;br /&gt;
* Fixed commander unable to build things sometimes until he exited the camera and got back in.&lt;br /&gt;
* Fixed the engineer&#039;s corner wall icon not turning blue when disabled.&lt;br /&gt;
* Fixed dying while in the commander camera not letting anyone else enter the command tank afterward.&lt;br /&gt;
* Once again, attempted to fix the resources going to 0 instead of 100 bug.&lt;br /&gt;
* Fixed the external view of the command tank being very far away.&lt;br /&gt;
* Fixed engineer&#039;s &amp;quot;Kill Placed Object&amp;quot; menu item taking several times to kill walls.&lt;br /&gt;
* Fixed command tank&#039;s player spawner from not being killed off when it should&#039;ve been after 3 minutes.&lt;br /&gt;
* Fixed bug where apc cargo crate wouldn&#039;t disappear after being picked up by a dropship.&lt;br /&gt;
* Fixed comm view fog flickering on and off when a friendly vehicle was parked next to an enemy vehicle.&lt;br /&gt;
* Fixed placing engineer kit from commander&#039;s factory menu crashing the game.&lt;br /&gt;
* Fixed some supply depots (like the repair pad and engineer ammo crate) not working.&lt;br /&gt;
* Fixed NF aircraft factory not having an icon.&lt;br /&gt;
* Fixed dropship not picking up vehicle crates.&lt;br /&gt;
* Fixed bomber exploding upon being built from the commander&#039;s factory menu.&lt;br /&gt;
* Fixed vehicle crate not disappearing for APC when picked up by a dropship.&lt;br /&gt;
* Fixed network bug where placing kits from commander&#039;s factory menu disconnected all players.&lt;br /&gt;
* Fixed imperial commander able to build vehicles and aircraft around command tank which was placed in for testing purposes and I forgot to take it out.&lt;br /&gt;
* Fixed commander&#039;s camera from exploding when going back to tank, damaging nearby objects.&lt;br /&gt;
* Fixed engineer&#039;s wall PCO not turning beyond +45/-45 degrees when placing an adjacent wall.&lt;br /&gt;
* Fixed northern faction wall from being unenterable.&lt;br /&gt;
* Fixed medic crate from falling through ground.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
* EMP_DesertValley - Name change and statics added.&lt;br /&gt;
* Changed weapon/soldier camera so that you see from your head, not your chin (So that when you duck you dont get the top of your head shot off when you think you&#039;re actually behind something)&lt;br /&gt;
* Changed scout&#039;s dummy disguise to be completely invisible and die after two minutes.  Changed scout disguise menu to reenable after 2 minutes once a disguise object is dropped.&lt;br /&gt;
* Changed medic&#039;s medical crate and engineer ammo crate to appear instantly once being selected from the menu instead of having the build crate appear and then spawn them.&lt;br /&gt;
* Changed position of command tank&#039;s commander view so that players outside of the command tank can see the name of the person occupying it.&lt;br /&gt;
* Reenabled the external camera views for the command tank.&lt;br /&gt;
* Made the command tank&#039;s overhead camera a separate player controlled object activated by right-click instead of entering position #2.  No one else can enter the command tank ever as long as one person is in the tank compared with before where one person could be in each passenger seat.&lt;br /&gt;
* The command tank&#039;s overhead camera now always moves based on which direction you&#039;re facing, IE: moving left and right will always strafe the camera left and right based on the direction the camera is facing, not the command tank&#039;s direction.  Also, the minimap is always centered on the camera&#039;s position and is viewable by all players on the team, not just when close or when using the call for artillery view.&lt;br /&gt;
* Changed minimap icon for planes to triangles.&lt;br /&gt;
* Changed gatling gun, pistol, and medic smg weapon flashes to match with end of barrel.&lt;br /&gt;
* Change anti-tank&#039;s RPG to not drift downward at all after firing.&lt;br /&gt;
* Increased the rate that the medic pack and repair wrench regain energy.&lt;br /&gt;
* Added back in enemy vehicles and aircraft showing up on the minimap when near your team&#039;s radar building.&lt;br /&gt;
* Increased distance around buildings that you can&#039;t build within.&lt;br /&gt;
* Increased the mass of all tanks.&lt;br /&gt;
* Increased gatling gun and scout rifle accuracy.  Decreased heat added per shot for gatling gun.  Reduced round of fire for engineer pistol and scout rifle.&lt;br /&gt;
* Increased distance you can select a menu item from so that you can select menu items even if the menu isn&#039;t the perfect distance from the commander&#039;s camera.&lt;br /&gt;
* Increased commander&#039;s camera movement speed.&lt;br /&gt;
* Decreased the rate at which you can place buildings, vehicles, and kits to a maximum of one per every two seconds.  This fixes the possibility of building two buildings at the same time right next to eachother.&lt;br /&gt;
* Changed scout&#039;s rock disguise object to the rocks on Baen, made it enterable, and gave it hitpoints so that it can be destroyed.&lt;br /&gt;
* Increased expack&#039;s damage towards buildings.&lt;br /&gt;
* Increased Aircraft Factorys HP to 980.&lt;br /&gt;
* Increased Radar Building HP to 980.&lt;br /&gt;
* Increased Refinery HP to 980.&lt;br /&gt;
* Increased Repairpads HP to 980.&lt;br /&gt;
* Increased Spawn Bunker HP to 980.&lt;br /&gt;
* Increased Vehicle Factory HP to 980.&lt;br /&gt;
* Increased the Engineer Pistol Magazine to 15.&lt;br /&gt;
* Decreased Engineer Pistol Rate of Fire to 3.&lt;br /&gt;
* Decreased Medic SMG Rate of Fire to 6.&lt;br /&gt;
* Decreased Gattling Gun Rate of Fire to 25.&lt;br /&gt;
* Decreased RPG radius to 10.&lt;br /&gt;
* Decreased RPG DMG to 25.&lt;br /&gt;
* Increased Bomber HP to 400.&lt;br /&gt;
* Increased Transport HP to 500.&lt;br /&gt;
* Fixed the Tanks speeds, the heavy tank should now be the slowest and the Light tank the fastest.&lt;br /&gt;
* Fixed Tanks Damage, the heavy tank and medium tank no longer have the same damage. &lt;br /&gt;
* Changed Artillerys Velocity, now can shoot further.&lt;br /&gt;
* Made it so that players and vehicles can&#039;t go up the cliffs on Baen Island.&lt;br /&gt;
* Reduced AT class&#039; RPG splash damage radius from 12 to 4.&lt;br /&gt;
* Increased engineer&#039;s walls&#039; resistance to collisions.&lt;br /&gt;
* Moved variable objects from being attached to the command tank to attempt to reduce command tank lag.&lt;br /&gt;
* Altered dust effect for KAT to snow effect on glycen pipeline.&lt;br /&gt;
* Reduced springiness of KAT&#039;s wheels.&lt;br /&gt;
* Made scout&#039;s grass disguise map specific.&lt;br /&gt;
* Added radar objects back in on vehicles so that they show up when near an enemy&#039;s radar station.&lt;br /&gt;
* Lowered center of gravity for KAT and APC vehicles.&lt;br /&gt;
* Increased turning radius of APC.&lt;br /&gt;
* Placing a vehicle build crate down from the commander&#039;s factory menu within close proximity to the aircraft factory will spawn a cargo crate of that vehicle instead of the actual vehicle.  A dropship is then required to pick it up and turn it into the final vehicle using its new cargo transport ability.&lt;br /&gt;
* Made commander&#039;s view become clouded when looking at enemy vehicles and buildings that were not close to friendly vehicles and buildings.  Friendly vehicles, buildings, and infantry that are nearby will disable enemy buildings and vehicles from clouding the commander tank up to five seconds after they&#039;ve left the area.  Enemy aircraft will not cloud the commander camera.&lt;br /&gt;
* Altered commander&#039;s kit placement ability to only be able to place kits near supply bunkers and APCs.&lt;br /&gt;
* Improved placement of dropship&#039;s invisible landing gear for easier landings.&lt;br /&gt;
* Slightly reduced dropship wing&#039;s lift.&lt;br /&gt;
* Made buildings&#039; build sites be dropped in water be killed off immediately.&lt;br /&gt;
* Made all ground vehicles&#039; wreckage remain for 30 seconds after being destroyed to provide infantry cover.&lt;br /&gt;
* Reverted command tank&#039;s objects from being spawned by the map back to being spawned by the command tank.  This caused instability in 9.18.&lt;br /&gt;
* Reduced rate at which everything loses health after the command tank is destroyed.&lt;br /&gt;
* Made engineer&#039;s walls dig deeper into the ground so that you can&#039;t crawl underneath them if they&#039;re not perfectly level.&lt;br /&gt;
* Added shadow back in for spawn bunker, attempted to fix refinery&#039;s shadow.&lt;br /&gt;
* Changed tank treads back to having only four actual wheels since having more causes a crash without a precache.&lt;br /&gt;
* Altered some variables with the dropship to prevent spawning kats when it shouldn&#039;t be able to.&lt;br /&gt;
* Decreased radius you can&#039;t build around props so that you can build on the resource point on GlycenPipeline&#039;s imperial starting point.&lt;br /&gt;
* The commander can now look up when in free roaming camera.&lt;br /&gt;
* Altered APC and KAT center of gravities to not flip over so easily.&lt;br /&gt;
* Made it so that command camera experiencing the fog of war effect can&#039;t drop buildings.&lt;br /&gt;
* Changed infantry kit spawner construction boxes to smaller sized version.&lt;br /&gt;
* Replaced the old HUD icon for the dropship with one depicting the new dropship.&lt;br /&gt;
* Scout disguise objects and engineer walls are now destroyed when the command tank is destroyed.&lt;br /&gt;
* Gave command tank 999 ammo.&lt;br /&gt;
* Altered all vehicle collision meshes so that they take damage from collisions with the ground and other vehicles.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
* Removed the cursor from the commander&#039;s overhead view for selecting the menu.  The crosshair is now accurate in selecting menu items.&lt;br /&gt;
* Eliminated minimap icon from invisible menu variable objects that would appear when the commander&#039;s menu would appear.&lt;br /&gt;
* Removed minimap icons from aircraft and vehicle factory menu items.&lt;br /&gt;
* Removed ability for the commander to call for artillery.&lt;br /&gt;
* Removed ability to build near a command tank which was a popular exploit to build on the enemy command tank.&lt;br /&gt;
* Removed ability to build near static objects on the map such as bridges and bunkers.&lt;br /&gt;
* Removed models from commander&#039;s camera.&lt;br /&gt;
* Removed precache from maps.&lt;br /&gt;
* Removed the command tank&#039;s minimap icon to prevent the enemy commander from easily finding it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.11==&lt;br /&gt;
February 8, 2004&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Changed precache to actually work, which reduces sudden lag in game when having to cache a new object into memory and possibly fixing crashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.1==&lt;br /&gt;
January 10, 2004&lt;br /&gt;
&lt;br /&gt;
* Initial Release&lt;br /&gt;
* Added: All&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=5623</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=5623"/>
		<updated>2008-12-10T22:46:15Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Undo revision 5622 by OraceLcnat (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* As you are promoted, you get an additional skill slot to fill. Set this in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]].  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|Engineers]] are just the most efficient (by a long shot).&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039; (by default).&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your Barracks or APCs, represented by a small circle.&lt;br /&gt;
* [[Engineer|Engineers]] are the backbone of a team, but they can be particularly vulnerable while building things. If you see the sparks that signify construction, now is a good time for an ambush.&lt;br /&gt;
* Listen for the &#039;click&#039; of an ammunition crate being opened. When someone is loading up on supplies, chances are good that they aren&#039;t paying attention to you. Take advantage of this and catch them off-guard.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team than usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don’t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it’s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don’t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You’ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn’t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don’t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren’t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you’ve lost your team the game. If you waste too much time you’ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of [[map:emp_duststorm|Duststorm]], as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Tips ==&lt;br /&gt;
=== Binding Items from the Pop-Up Menu ===&lt;br /&gt;
&lt;br /&gt;
Commands from the pop-up menu (default &#039;f&#039;) can also be accessed via console commands (as of 1.08, RC18). This allows them to be bound to keys, for more speedy usage. The console command to use is &amp;quot;emp_menu_quickcmd &amp;lt;menu #&amp;gt; &amp;lt;command #&amp;gt;&amp;quot;. Use the number of the menu, and the number of the command within that menu. An index of available menu and command numbers is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 PLAYER_SPECIFIC_FRIENDLY (if a friendly is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Guard this unit&amp;quot;&lt;br /&gt;
	1 Resupply&lt;br /&gt;
	3 Repair/heal&lt;br /&gt;
2 PLAYER_SPECIFIC_ENEMY (if an enemy is under your crosshairs)&lt;br /&gt;
	0 Spotted&lt;br /&gt;
	3 Grenade attack&lt;br /&gt;
	4 Attack&lt;br /&gt;
3 PLAYER_SPECIFIC_GROUND (if something neutral is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Move to this location&amp;quot;&lt;br /&gt;
	1 Build&lt;br /&gt;
	3 Grenade/mine&lt;br /&gt;
	4 Dig-in&lt;br /&gt;
4 PLAYER_GLOBAL&lt;br /&gt;
	0 &amp;quot;Area secure&amp;quot;&lt;br /&gt;
	4 &amp;quot;Area is not secure&amp;quot;&lt;br /&gt;
5 PLAYER_LOCAL&lt;br /&gt;
	0 &amp;quot;Move up&amp;quot;&lt;br /&gt;
	1 &amp;quot;Take cover&amp;quot;&lt;br /&gt;
	2 Taunt&lt;br /&gt;
	3 &amp;quot;Cover fire&amp;quot;&lt;br /&gt;
	4 &amp;quot;Pull back&amp;quot;&lt;br /&gt;
6 PLAYER_SQUAD&lt;br /&gt;
	0 invite to squad command (must have clicked on player, local player must be in squad)&lt;br /&gt;
	0 request to join squad command (if local player is not in squad and clicked on player is in a squad)&lt;br /&gt;
	1 do squad leader power #1 (if you are a squad leader)&lt;br /&gt;
	2 vote the commander out&lt;br /&gt;
	3 do squad leader power #2 (if you are a squad leader)&lt;br /&gt;
	4 force leave squad command (if squad leader and clicked player are in same squad)&lt;br /&gt;
	4 leave squad (if no one clicked on and local player is in a squad)&lt;br /&gt;
7 PLAYER_GLOBAL_SUPPORT&lt;br /&gt;
	0 Request air support&lt;br /&gt;
	1 Request artillery support&lt;br /&gt;
	2 Request armor support&lt;br /&gt;
	3 Request infantry support&lt;br /&gt;
	4 Request transport&lt;br /&gt;
8 PLAYER_GLOBAL_SUPPLIES&lt;br /&gt;
	1 Request ammo&lt;br /&gt;
	3 Request healing/repairs&lt;br /&gt;
	4 Request an engineer&lt;br /&gt;
9 PLAYER_ACK&lt;br /&gt;
	0 Confirm order&lt;br /&gt;
	1 &amp;quot;Negative&amp;quot;&lt;br /&gt;
	3 &amp;quot;Roger&amp;quot;&lt;br /&gt;
	4 Deny/Cancel order&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Note|Some commands are context-sensitive, changing in function depending on what is under your crosshairs at the time.}}&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;x&#039; key to call for a medic, the following line should be added to &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;x&amp;quot; &amp;quot;emp_menu_quickcmd 8 3&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5387</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5387"/>
		<updated>2008-01-31T14:24:54Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: 2.12 Unreleased -&amp;gt; releases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.12 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.12 Beta&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Source Engine=&lt;br /&gt;
==Empires 2.12 Beta==&lt;br /&gt;
January 30, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode. A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Empires 2.11 Beta==&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
==Empires 2.1 Beta==&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
==Empires 2.0 Beta==&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Closed Beta Version: Version 1.08==&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
==Version 1.071 Beta ==&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
==Version 1.07 Beta==&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
==Unofficial Version 1.064 Beta==&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
==Version 1.06 Beta==&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Version 1.05 Beta==&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
==Version 1.04 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
==Version 1.031 Beta==&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
==Version 1.03 Beta==&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 1.02 Beta==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
===Fixes===&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
==Version 1.01 Beta==&lt;br /&gt;
March 17, 2006&lt;br /&gt;
===Additions===&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
===Fixes===&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
===Modifications===&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
===Removals===&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
==Version 1.0 Beta==&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Refractor 2 Engine=&lt;br /&gt;
==Version 0.2==&lt;br /&gt;
April 10, 2004&lt;br /&gt;
&lt;br /&gt;
{{Note|This section may requires heavy cleaning.}}&lt;br /&gt;
&lt;br /&gt;
===Additions===&lt;br /&gt;
* New map - EMP_GlycenPipeline&lt;br /&gt;
* New map - EMP_BaenIsland&lt;br /&gt;
* Added statics to factory and spawn bunker&lt;br /&gt;
* New HUD&lt;br /&gt;
* Added reflections to vehicles and weapons&lt;br /&gt;
* New sniper scope&lt;br /&gt;
* Added 44khz APC and KAT sounds&lt;br /&gt;
* Added 3rd person view to infantry.&lt;br /&gt;
* Added new flags for each side.&lt;br /&gt;
* Added new dropship model.&lt;br /&gt;
* Added ability for engineer to enter a built wall and easily build connecting walls on both sides.&lt;br /&gt;
* Added shadow to scout&#039;s rock disguise.&lt;br /&gt;
* Added resource generator to command tank.  Even if you have no resource points, you&#039;ll still get 1 credit per every 10 seconds.  Therefore, you have a chance to somehow come back if you lose all your refineries and don&#039;t have enough credits to afford another refinery.&lt;br /&gt;
* Added ability for dropship to pick up cargo crates containing vehicles and spawn that vehicle elsewhere.  The secondary fire button will pick up the cargo crate when close to it.  The &amp;quot;deploy cargo&amp;quot; icon will appear if it has been picked up.  Land the dropship anywhere else, and press seconardy fire again to spawn that vehicle behind you.&lt;br /&gt;
* Added ability for already built vehicles to use pitch up (default is the up arrow) to turn itself into a cargo crate.  This ability is only available when the vehicle is at full health and a dropship which is not currently carrying a vehicle is within 50 units.  Its health will then drop down to zero, destroying itself and leaving a cargo crate in its place.  10 seconds will be given to exit the vehicles, and a vocal warning of &amp;quot;bail out&amp;quot; will be given.  The pitch up key must be held for 4-8 seconds.  This cannot be done within 50 units of any other cargo crate.&lt;br /&gt;
* Added flak ammo to APC&#039;s forward turret so that it can now damage vehicles.&lt;br /&gt;
* Added new mission briefing info on level loading screens.&lt;br /&gt;
* Added new soldier player model for both sides and new first person hands.&lt;br /&gt;
* Created separate server build with no textures or sounds.&lt;br /&gt;
* New precache which only caches vehicles and aircraft.&lt;br /&gt;
* Added new HUD icons for when you&#039;re inside the engineer&#039;s walls or the scout&#039;s disguise objects.&lt;br /&gt;
* Added support struts to ends of engineer&#039;s straight wall to prevent infantry from being able to squeeze through walls placed next to eachother.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fixed animations file to work with BF1942 1.6.&lt;br /&gt;
* Fixed 1st person infantry view to look straight up.&lt;br /&gt;
* Fixed 3rd person view for aircraft from zooming out so much.&lt;br /&gt;
* Fixed KAT not blowing up when its associated team loses.&lt;br /&gt;
* Fixed KAT driver and passengers being inside the vehicle upon exiting.&lt;br /&gt;
* Fixed game not ending when command tank dies by going in water.&lt;br /&gt;
* Fixed crash when client tried to join a dedicated server.&lt;br /&gt;
* Fixed build variables object attached to commander&#039;s PCO not being destroyed upon exiting.&lt;br /&gt;
* Fixed crash when in commander camera and pressing &amp;quot;1&amp;quot;.&lt;br /&gt;
* Fixed walls from disappearing when not looking at their center and fixed their shadows too.&lt;br /&gt;
* Fixed the supply bunker and refinery&#039;s shadows.&lt;br /&gt;
* Fixed AT&#039;s RPG to sit on his shoulder instead of going through it.&lt;br /&gt;
* Fixed Rocket Turrets Being Able to shoot machine gun.&lt;br /&gt;
* Fixed commander unable to build things sometimes until he exited the camera and got back in.&lt;br /&gt;
* Fixed the engineer&#039;s corner wall icon not turning blue when disabled.&lt;br /&gt;
* Fixed dying while in the commander camera not letting anyone else enter the command tank afterward.&lt;br /&gt;
* Once again, attempted to fix the resources going to 0 instead of 100 bug.&lt;br /&gt;
* Fixed the external view of the command tank being very far away.&lt;br /&gt;
* Fixed engineer&#039;s &amp;quot;Kill Placed Object&amp;quot; menu item taking several times to kill walls.&lt;br /&gt;
* Fixed command tank&#039;s player spawner from not being killed off when it should&#039;ve been after 3 minutes.&lt;br /&gt;
* Fixed bug where apc cargo crate wouldn&#039;t disappear after being picked up by a dropship.&lt;br /&gt;
* Fixed comm view fog flickering on and off when a friendly vehicle was parked next to an enemy vehicle.&lt;br /&gt;
* Fixed placing engineer kit from commander&#039;s factory menu crashing the game.&lt;br /&gt;
* Fixed some supply depots (like the repair pad and engineer ammo crate) not working.&lt;br /&gt;
* Fixed NF aircraft factory not having an icon.&lt;br /&gt;
* Fixed dropship not picking up vehicle crates.&lt;br /&gt;
* Fixed bomber exploding upon being built from the commander&#039;s factory menu.&lt;br /&gt;
* Fixed vehicle crate not disappearing for APC when picked up by a dropship.&lt;br /&gt;
* Fixed network bug where placing kits from commander&#039;s factory menu disconnected all players.&lt;br /&gt;
* Fixed imperial commander able to build vehicles and aircraft around command tank which was placed in for testing purposes and I forgot to take it out.&lt;br /&gt;
* Fixed commander&#039;s camera from exploding when going back to tank, damaging nearby objects.&lt;br /&gt;
* Fixed engineer&#039;s wall PCO not turning beyond +45/-45 degrees when placing an adjacent wall.&lt;br /&gt;
* Fixed northern faction wall from being unenterable.&lt;br /&gt;
* Fixed medic crate from falling through ground.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
* EMP_DesertValley - Name change and statics added.&lt;br /&gt;
* Changed weapon/soldier camera so that you see from your head, not your chin (So that when you duck you dont get the top of your head shot off when you think you&#039;re actually behind something)&lt;br /&gt;
* Changed scout&#039;s dummy disguise to be completely invisible and die after two minutes.  Changed scout disguise menu to reenable after 2 minutes once a disguise object is dropped.&lt;br /&gt;
* Changed medic&#039;s medical crate and engineer ammo crate to appear instantly once being selected from the menu instead of having the build crate appear and then spawn them.&lt;br /&gt;
* Changed position of command tank&#039;s commander view so that players outside of the command tank can see the name of the person occupying it.&lt;br /&gt;
* Reenabled the external camera views for the command tank.&lt;br /&gt;
* Made the command tank&#039;s overhead camera a separate player controlled object activated by right-click instead of entering position #2.  No one else can enter the command tank ever as long as one person is in the tank compared with before where one person could be in each passenger seat.&lt;br /&gt;
* The command tank&#039;s overhead camera now always moves based on which direction you&#039;re facing, IE: moving left and right will always strafe the camera left and right based on the direction the camera is facing, not the command tank&#039;s direction.  Also, the minimap is always centered on the camera&#039;s position and is viewable by all players on the team, not just when close or when using the call for artillery view.&lt;br /&gt;
* Changed minimap icon for planes to triangles.&lt;br /&gt;
* Changed gatling gun, pistol, and medic smg weapon flashes to match with end of barrel.&lt;br /&gt;
* Change anti-tank&#039;s RPG to not drift downward at all after firing.&lt;br /&gt;
* Increased the rate that the medic pack and repair wrench regain energy.&lt;br /&gt;
* Added back in enemy vehicles and aircraft showing up on the minimap when near your team&#039;s radar building.&lt;br /&gt;
* Increased distance around buildings that you can&#039;t build within.&lt;br /&gt;
* Increased the mass of all tanks.&lt;br /&gt;
* Increased gatling gun and scout rifle accuracy.  Decreased heat added per shot for gatling gun.  Reduced round of fire for engineer pistol and scout rifle.&lt;br /&gt;
* Increased distance you can select a menu item from so that you can select menu items even if the menu isn&#039;t the perfect distance from the commander&#039;s camera.&lt;br /&gt;
* Increased commander&#039;s camera movement speed.&lt;br /&gt;
* Decreased the rate at which you can place buildings, vehicles, and kits to a maximum of one per every two seconds.  This fixes the possibility of building two buildings at the same time right next to eachother.&lt;br /&gt;
* Changed scout&#039;s rock disguise object to the rocks on Baen, made it enterable, and gave it hitpoints so that it can be destroyed.&lt;br /&gt;
* Increased expack&#039;s damage towards buildings.&lt;br /&gt;
* Increased Aircraft Factorys HP to 980.&lt;br /&gt;
* Increased Radar Building HP to 980.&lt;br /&gt;
* Increased Refinery HP to 980.&lt;br /&gt;
* Increased Repairpads HP to 980.&lt;br /&gt;
* Increased Spawn Bunker HP to 980.&lt;br /&gt;
* Increased Vehicle Factory HP to 980.&lt;br /&gt;
* Increased the Engineer Pistol Magazine to 15.&lt;br /&gt;
* Decreased Engineer Pistol Rate of Fire to 3.&lt;br /&gt;
* Decreased Medic SMG Rate of Fire to 6.&lt;br /&gt;
* Decreased Gattling Gun Rate of Fire to 25.&lt;br /&gt;
* Decreased RPG radius to 10.&lt;br /&gt;
* Decreased RPG DMG to 25.&lt;br /&gt;
* Increased Bomber HP to 400.&lt;br /&gt;
* Increased Transport HP to 500.&lt;br /&gt;
* Fixed the Tanks speeds, the heavy tank should now be the slowest and the Light tank the fastest.&lt;br /&gt;
* Fixed Tanks Damage, the heavy tank and medium tank no longer have the same damage. &lt;br /&gt;
* Changed Artillerys Velocity, now can shoot further.&lt;br /&gt;
* Made it so that players and vehicles can&#039;t go up the cliffs on Baen Island.&lt;br /&gt;
* Reduced AT class&#039; RPG splash damage radius from 12 to 4.&lt;br /&gt;
* Increased engineer&#039;s walls&#039; resistance to collisions.&lt;br /&gt;
* Moved variable objects from being attached to the command tank to attempt to reduce command tank lag.&lt;br /&gt;
* Altered dust effect for KAT to snow effect on glycen pipeline.&lt;br /&gt;
* Reduced springiness of KAT&#039;s wheels.&lt;br /&gt;
* Made scout&#039;s grass disguise map specific.&lt;br /&gt;
* Added radar objects back in on vehicles so that they show up when near an enemy&#039;s radar station.&lt;br /&gt;
* Lowered center of gravity for KAT and APC vehicles.&lt;br /&gt;
* Increased turning radius of APC.&lt;br /&gt;
* Placing a vehicle build crate down from the commander&#039;s factory menu within close proximity to the aircraft factory will spawn a cargo crate of that vehicle instead of the actual vehicle.  A dropship is then required to pick it up and turn it into the final vehicle using its new cargo transport ability.&lt;br /&gt;
* Made commander&#039;s view become clouded when looking at enemy vehicles and buildings that were not close to friendly vehicles and buildings.  Friendly vehicles, buildings, and infantry that are nearby will disable enemy buildings and vehicles from clouding the commander tank up to five seconds after they&#039;ve left the area.  Enemy aircraft will not cloud the commander camera.&lt;br /&gt;
* Altered commander&#039;s kit placement ability to only be able to place kits near supply bunkers and APCs.&lt;br /&gt;
* Improved placement of dropship&#039;s invisible landing gear for easier landings.&lt;br /&gt;
* Slightly reduced dropship wing&#039;s lift.&lt;br /&gt;
* Made buildings&#039; build sites be dropped in water be killed off immediately.&lt;br /&gt;
* Made all ground vehicles&#039; wreckage remain for 30 seconds after being destroyed to provide infantry cover.&lt;br /&gt;
* Reverted command tank&#039;s objects from being spawned by the map back to being spawned by the command tank.  This caused instability in 9.18.&lt;br /&gt;
* Reduced rate at which everything loses health after the command tank is destroyed.&lt;br /&gt;
* Made engineer&#039;s walls dig deeper into the ground so that you can&#039;t crawl underneath them if they&#039;re not perfectly level.&lt;br /&gt;
* Added shadow back in for spawn bunker, attempted to fix refinery&#039;s shadow.&lt;br /&gt;
* Changed tank treads back to having only four actual wheels since having more causes a crash without a precache.&lt;br /&gt;
* Altered some variables with the dropship to prevent spawning kats when it shouldn&#039;t be able to.&lt;br /&gt;
* Decreased radius you can&#039;t build around props so that you can build on the resource point on GlycenPipeline&#039;s imperial starting point.&lt;br /&gt;
* The commander can now look up when in free roaming camera.&lt;br /&gt;
* Altered APC and KAT center of gravities to not flip over so easily.&lt;br /&gt;
* Made it so that command camera experiencing the fog of war effect can&#039;t drop buildings.&lt;br /&gt;
* Changed infantry kit spawner construction boxes to smaller sized version.&lt;br /&gt;
* Replaced the old HUD icon for the dropship with one depicting the new dropship.&lt;br /&gt;
* Scout disguise objects and engineer walls are now destroyed when the command tank is destroyed.&lt;br /&gt;
* Gave command tank 999 ammo.&lt;br /&gt;
* Altered all vehicle collision meshes so that they take damage from collisions with the ground and other vehicles.&lt;br /&gt;
&lt;br /&gt;
===Removals===&lt;br /&gt;
* Removed the cursor from the commander&#039;s overhead view for selecting the menu.  The crosshair is now accurate in selecting menu items.&lt;br /&gt;
* Eliminated minimap icon from invisible menu variable objects that would appear when the commander&#039;s menu would appear.&lt;br /&gt;
* Removed minimap icons from aircraft and vehicle factory menu items.&lt;br /&gt;
* Removed ability for the commander to call for artillery.&lt;br /&gt;
* Removed ability to build near a command tank which was a popular exploit to build on the enemy command tank.&lt;br /&gt;
* Removed ability to build near static objects on the map such as bridges and bunkers.&lt;br /&gt;
* Removed models from commander&#039;s camera.&lt;br /&gt;
* Removed precache from maps.&lt;br /&gt;
* Removed the command tank&#039;s minimap icon to prevent the enemy commander from easily finding it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.11==&lt;br /&gt;
February 8, 2004&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Changed precache to actually work, which reduces sudden lag in game when having to cache a new object into memory and possibly fixing crashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version 0.1==&lt;br /&gt;
January 10, 2004&lt;br /&gt;
&lt;br /&gt;
* Initial Release&lt;br /&gt;
* Added: All&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5327</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=5327"/>
		<updated>2008-01-10T12:18:59Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Changelog format guidelines and example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changelog Format==&lt;br /&gt;
&lt;br /&gt;
I think we&#039;ve got a nice format down and we should stick to it. The subheaders are all in the same order for each patch. If a particular patch has no additions, fixes, modifications or removals, leave the corresponding subheader out.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Patch Version= (Latest version on top)&lt;br /&gt;
Date of release in month, day, year (e.g. January 1, 1337), if officially released on the main page. Put Unreleased in case of internal patch or forum only versions. &lt;br /&gt;
You can change the date once the patch has been officially released.&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Additions go here&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixes go here&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Modifications go here&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Removals go here&lt;br /&gt;
&lt;br /&gt;
{{Note| Note goes here}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You should stick a note after these headers in case of a special situations, such as a forum only release, internal test or revoked (broken) patch. Suggestions are welcome. Happy changelogging! --[[User:L3TUC3|L3TUC3]] 04:18, 10 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
This change log sucks.  [[User:Krenzo|Krenzo]] 19:37, 25 November 2007 (PST)&lt;br /&gt;
* Why?  I like how KT and Broccoli broke items up into sections: makes it more readable that way. --[[User:Chahk|Chahk]] 07:33, 26 November 2007 (PST)&lt;br /&gt;
** It has things that were added way back in the RC teens and removed one version later.  There were many things that were added and then removed and fixes that are fixing things broken in a previous RC. [[User:74.249.201.11|74.249.201.11]] 21:47, 27 November 2007 (PST)&lt;br /&gt;
*** From what I understand it&#039;s still in a WIP state, being cleaned up of such items --[[User:Chahk|Chahk]] 10:24, 28 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&#039;&#039;&lt;br /&gt;
:^^Thought that should have stayed in--[[User:Knighttemplar|Knighttemplar]] 21:37, 4 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What did you take out Brocolli?--[[User:Knighttemplar|Knighttemplar]] 10:22, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lots of things that were fixes from previous RC&#039;s; use the history function to see specific lines. I didn&#039;t take out anything that was changed/added since 1.07. Things like sabotage, I tried to merge into a single item (later changes such as rank points and building health were consolidated into the earliest item I could find). I think for the final version any indication of RC&#039;s will be removed, and the whole thing will just be labelled &#039;1.08&#039;. So at this stage, it doesn&#039;t matter where in the list these things appear. Maybe I should start moving definitive items into the headings I made (sabotage being an example). This might make it clearer which other things needs sorting out. -- [[User:Broccoli|Broccoli]] 15:02, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, but where did you do this, in the changelog sandbox I made?  I&#039;m doing the same thing as you, so I don&#039;t want to mess up stuff you&#039;ve already done.  Yesterday I worked my way up from the bottom (RC 0) to RC5.  I was going to move up from there and take out all the internal stuff, stuff that fixed new additions, same as you mentioned.  I just don&#039;t know if you saw that already.--[[User:Knighttemplar|Knighttemplar]] 22:49, 5 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I did it in the sandbox. I didn&#039;t really work that methodically, I just went through randomly and did whatever caught my eye. I don&#039;t think you can really undo anything I did; we&#039;re doing the same thing, just in different ways. The final thing will be re-grouped under single headings, right? The RC titles will all be taken out? -- [[User:Broccoli|Broccoli]] 02:54, 6 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, that was what I was thinking, and I&#039;m sure what Krenzo does when...hmmm I bet when we get 1.08 public there will be a change log included that&#039;ll be just what we want...--[[User:Knighttemplar|Knighttemplar]] 19:01, 6 August 2007 (EDT)&lt;br /&gt;
*Have 13 to 18 left to go.  I asked Krenzo if it was even necessary, he hasn&#039;t answered yet.&lt;br /&gt;
&lt;br /&gt;
Brought it up to 30. There is probably still a hell of a lot of stuff that&#039;s obsolete P.S. Also started stripping items out of RC&#039;s and into their final categories. Added an &#039;Optimized&#039; classification. I think we may need sub-categories like &#039;Maps&#039;, &#039;Squads&#039;, &#039;Commander&#039;, &#039;Vehicles&#039; etc. -- [[User:Broccoli|Broccoli]] 17:06, 4 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
That stuff about the rate limiting system is no longer valid as it was too buggy and deactivated. [[User:Krenzo|Krenzo]] 20:51, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==2.0 Change Log Sandbox ==&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 2.0=&lt;br /&gt;
== Added ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles, buildings and players, and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Added: commander can now be spectated when not in the command interface&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, the points required are in brackets:&lt;br /&gt;
**scout recon (2) = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout hide (5)= squad members are hidden for 30 seconds. Wears off when shooting.&lt;br /&gt;
**rifleman charge (3) = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman armor (4) = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier damage (4) = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier artillery (4) = arty strike&lt;br /&gt;
**engineer revive (5) = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer heal (3) = instant health regen to 100%&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura (1600 game units, or 133.3 feet). Squad members within this aura will receive a bonus determined by the squad leaders class. The squad leader only receives the bonus if another squad member is within his aura. Bonuses are listed below:&lt;br /&gt;
**scout = stamina recharge rate + 33%&lt;br /&gt;
**rifleman = accuracy increase of 20%&lt;br /&gt;
**grenadier = weapon damage increase of 10%&lt;br /&gt;
**engineer = health recharge of 1HP/2secs&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; moving will cancel zoomed/in ironsights whilst prone)&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: scout sabotage ability: as a scout, &#039;use&#039; an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. Buildings are also affected as follows:&lt;br /&gt;
**turrets - cease to target or fire&lt;br /&gt;
**refinery - outputs half as many resources&lt;br /&gt;
**barracks - spawning players receive half their total amount of health&lt;br /&gt;
**radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
**armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
**repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
**vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Added: commander can now select and recycle all walls&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Added: damaged vehicles emit smoke (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: buildings damaged below 50% emit smoke (use &#039;emp_cl_building_smokeinterval&#039; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
&lt;br /&gt;
=== Models / Animations ===&lt;br /&gt;
&lt;br /&gt;
*Added: new BE binoculars&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: LCD screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG&lt;br /&gt;
*Added: new BE mortar&lt;br /&gt;
*Added: new BE pistol 1&lt;br /&gt;
*Added: new BE pistol 2&lt;br /&gt;
*Added: new BE heavy rifle&lt;br /&gt;
*Added: new BE landmine&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
*Added: new NF scout rifle&lt;br /&gt;
*Added: new NF smg 2&lt;br /&gt;
*Added: new NF assault rifle with iron sights as secondary attack&lt;br /&gt;
*Added: new NF .50 cal weapon&lt;br /&gt;
*Added: new NF MG weapon&lt;br /&gt;
*Added: new NF shotgun pistol&lt;br /&gt;
*Added: new BE MG&lt;br /&gt;
*Added: new BE engineer kit&lt;br /&gt;
*Added: new NF pistol&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Added: new BE grenade&lt;br /&gt;
*Added: new NF RPG&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: new engine sounds for jeeps&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: ping and voice status to spectators on scoreboard&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Added: new voice command menu&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: headshot, melee, road-kill and sticky bomb death icons&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: loading screen with hints and an image of the next map&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Added: new squad selection panel, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
&lt;br /&gt;
=== Visual Effects ===&lt;br /&gt;
&lt;br /&gt;
*Added: support for HDR&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Added: &#039;emp_print_tickets&#039; and &#039;emp_print_res&#039; to print out the number of tickets and resources to the console&lt;br /&gt;
*Added &#039;emp_sv_player_resource_interval&#039; to control how often the scoreboard info updates&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Added: &#039;emp_comm_zoom_speed&#039; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds&lt;br /&gt;
*Added: &#039;emp_sv_turret_search_interval&#039; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: &#039;choosesquad&#039; displays new squad selection panel&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new console commands for radio commands (allows binding)&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
&lt;br /&gt;
== Removed ==&lt;br /&gt;
&lt;br /&gt;
*Removed: broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Removed: &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Removed: squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Removed: &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Removed: network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Removed: &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
&lt;br /&gt;
== Fixed ==&lt;br /&gt;
&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (i.e. crouch)&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: &#039;emp_sv_netvisdist_player&#039; and &#039;emp_sv_netvisdist_vehicle&#039; cvars functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade skill into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second in between issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: pop-up menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Modified: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be in between the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough approximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Fixed: RPG not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_duststorm, emp_isle, emp_district402, emp_canyon, emp_crossroads&lt;br /&gt;
*Maps: new textures for emp_isle and emp_duststorm&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_slaughtered, vehicles can no longer drive up the hills&lt;br /&gt;
*Maps: emp_canyon, increased number of tickets from 200 to 300&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Maps: emp_crossroads, fixed light bleeding through cliff walls&lt;br /&gt;
*Maps: emp_escort, disabled nuclear warheads on&lt;br /&gt;
*Maps: emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Maps: emp_isle, fixed water&lt;br /&gt;
*Maps: emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
&lt;br /&gt;
== Modified ==&lt;br /&gt;
&lt;br /&gt;
*Modified: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaughtered&#039;s minimap&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: if an enemy player is targeted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
*Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
&lt;br /&gt;
=== Optimized ===&lt;br /&gt;
&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: NF building models&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
&lt;br /&gt;
=== Balanced ===&lt;br /&gt;
&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
*Modified: all grenadier missiles now do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5326</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5326"/>
		<updated>2008-01-10T11:51:04Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.11 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.12 Beta&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Empires 2.12 Beta=&lt;br /&gt;
Unreleased&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode. A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Empires 2.11 Beta=&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
=Empires 2.1 Beta=&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
=Empires 2.0 Beta=&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Closed Beta Version: Version 1.08=&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5325</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=5325"/>
		<updated>2008-01-10T11:49:09Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added 2.1, 2.11 and 2.12 changelogs and varied info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version: 2.11 Beta&lt;br /&gt;
&lt;br /&gt;
Closed Beta Version: 2.12 Beta&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
=Empires 2.12 Beta=&lt;br /&gt;
Unreleased&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Added: resource label in the top right now shows the change in res flow&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixed: crash on map load after having played the previous round as commander&lt;br /&gt;
&lt;br /&gt;
=Empires 2.11 Beta=&lt;br /&gt;
January 2, 2008&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixed: crash on map load&lt;br /&gt;
*Fixed: crashes related to engineer kit&lt;br /&gt;
*Fixed: &amp;quot;Time Left&amp;quot; would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death&lt;br /&gt;
*Fixed: spawn point selection map window would show up behind the squad window and disable input&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1&lt;br /&gt;
&lt;br /&gt;
=Empires 2.1 Beta=&lt;br /&gt;
January 1, 2008&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Added: new wall models for both teams&lt;br /&gt;
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)&lt;br /&gt;
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence&lt;br /&gt;
*Added: vehicle only collision meshes to buildings for optimization purposes and to prevent players from being able to get vehicles stuck in the NF vehicle factory&lt;br /&gt;
*Added: vehicles automatically drive out of the vehicle factory when built&lt;br /&gt;
*Added: support for research items to be able to modify player weapon damage via their ammo type&lt;br /&gt;
*Added: &amp;quot;Upgraded Grenadier RPG&amp;quot; and &amp;quot;Advanced Grenadier RPG&amp;quot; research items within the Chemistry-&amp;gt;Improved Warhead Compounds research tree branch which upgrade the grenadier class&#039; RPG damage (+15 and +25)&lt;br /&gt;
*Added: new NF voice&lt;br /&gt;
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; &amp;quot;emp_sv_stalemate_countdown&amp;quot; cvar controls the time with 0 turning it off) starts and counts down to 0, and upon reaching 0, both CVs become permanently spotted and will die in one hit; this is to prevent prolonged stand offs when there are no reinforcements&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence&lt;br /&gt;
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain&lt;br /&gt;
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point&lt;br /&gt;
*Fixed: crash in commander&#039;s Units panel associated with a lag spike&lt;br /&gt;
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item&lt;br /&gt;
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral&lt;br /&gt;
*Fixed: &amp;quot;O-1&amp;quot; (second lieutenant) and &amp;quot;O-2&amp;quot; (first lieutenant) rank titles were backwards&lt;br /&gt;
*Fixed: when placing a building as the commander, the preview model was more lenient in showing the build area as being ok with an enemy building nearby while actually building it would be denied due to the build function being less lenient&lt;br /&gt;
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th&lt;br /&gt;
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high&lt;br /&gt;
*Fixed: rare crash when spectating a player and they enter a vehicle&lt;br /&gt;
*Fixed: the &amp;quot;emp_sv_kick_commander_nf&amp;quot; console command was missing&lt;br /&gt;
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view&lt;br /&gt;
*Fixed: rare crash with tank turrets&lt;br /&gt;
*Fixed: rare crash in controls panel&lt;br /&gt;
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided&lt;br /&gt;
*Fixed: minor incorrect information in the research tree descriptions&lt;br /&gt;
*Fixed: barbed wire on top of NF walls was not drawn correctly&lt;br /&gt;
*Fixed: on emp_crossroads, players could get on top of the hills&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects&lt;br /&gt;
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show&lt;br /&gt;
*Modified: tweaked all SMG melee animations&lt;br /&gt;
*Modified: increased speed NF SMG 1 is drawn&lt;br /&gt;
*Modified: &amp;quot;mp_chattime&amp;quot; which controls how long the server sits at the scoreboard once the game has ended before switching maps can no longer be set any less than 10 seconds&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_fogofwar&amp;quot; cvar to &amp;quot;emp_cl_comm_fogofwar&amp;quot;&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_zoom_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_zoom_speed&amp;quot; and increased the default value from 9 to 20&lt;br /&gt;
*Modified: renamed &amp;quot;emp_comm_move_speed&amp;quot; cvar to &amp;quot;emp_cl_comm_move_speed&amp;quot;&lt;br /&gt;
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)&lt;br /&gt;
*Modified: commander camera no longer collides with player clip brushes&lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle armor as follows:&lt;br /&gt;
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)&lt;br /&gt;
**reactive armor, damage modifier, from 0.9 to 0.85   &lt;br /&gt;
&lt;br /&gt;
*Modified: vehicle weapons as follows:&lt;br /&gt;
**AP MG, cycletime, from 0.1 to 0.2&lt;br /&gt;
**AP MG, damage, from 4 to 8&lt;br /&gt;
**AP MG, clipsize, from 80 to 140&lt;br /&gt;
**AP MG, total ammo clips, from 4 to 5&lt;br /&gt;
**AP HMG, cycletime, from 0.09 to 0.18&lt;br /&gt;
**AP HMG, damage, from 5 to 10&lt;br /&gt;
**AP,HMG, clipsize, from 120 to 180&lt;br /&gt;
**AP HMG, total ammo clips, from 4 to 5&lt;br /&gt;
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc&#039;s)&lt;br /&gt;
**Plasma cannon, cycletime, from 2 to 1 &lt;br /&gt;
**railgun, heat to target, from 3 to 0.5&lt;br /&gt;
**ranged arty, cycletime, from 4 to 3&lt;br /&gt;
**upgraded ml, clipsize, from 6 to 5&lt;br /&gt;
**upgraded ml, total ammo clips, from 5 to 6&lt;br /&gt;
**Salvo homing, lock on time, from 1 to 0.5&lt;br /&gt;
&lt;br /&gt;
=Empires 2.0 Beta=&lt;br /&gt;
November 30, 2007&lt;br /&gt;
*Released to the public&lt;br /&gt;
{{Note|See Closed Beta Version 1.08 for full changelog}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Closed Beta Version: Version 1.08=&lt;br /&gt;
&lt;br /&gt;
Empires 1.08 Build 218/RC 34 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_isle, a rock was floating above the ground&lt;br /&gt;
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues &amp;quot;emp_unstuck&amp;quot; if found to be stuck&lt;br /&gt;
*Fixed: going prone while reloading would let you shoot before the reload animation had finished&lt;br /&gt;
*Fixed: it was possible to build a vehicle without a weapon assigned to a group&lt;br /&gt;
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message&lt;br /&gt;
*Modified: made engineer kit third person animation play once every second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 200/RC 33 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground&lt;br /&gt;
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level&lt;br /&gt;
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level&lt;br /&gt;
*Maps: emp_glycencity, removed the ability to build walls in buildings&lt;br /&gt;
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount&lt;br /&gt;
*Added: new BE MG model and animations&lt;br /&gt;
*Added: new BE engineer kit model and animations&lt;br /&gt;
*Added: button press sounds on the engineer kits&lt;br /&gt;
*Added: engineers cannot build within 40 feet of a vehicle factory&#039;s ramp to prevent engineer objects from blocking the exit&lt;br /&gt;
*Fixed: when the NF team lost due to being eliminated, it would show the last BE player killed instead of the last NF player killed&lt;br /&gt;
*Fixed: getting the Health Upgrade skill and then changing it to another skill while still alive would cause the player to still have the extra health (broken in RC 31)&lt;br /&gt;
*Fixed: crash when customizing a vehicle and having no name for the loadout&lt;br /&gt;
*Fixed: player&#039;s vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward&lt;br /&gt;
*Fixed: it was possible to spawn just as the commander vote had ended and before the votes were tallied resulting in the winner not spawning as the commander&lt;br /&gt;
*Fixed: player in the gunner position of the NF heavy tank wasn&#039;t positioned correctly&lt;br /&gt;
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)&lt;br /&gt;
*Fixed: buildings continued to animate after dying&lt;br /&gt;
*Fixed: players could get stuck in the vehicle factory build console when it spawns&lt;br /&gt;
*Fixed: concussion grenades could stun friendly turrets&lt;br /&gt;
*Fixed: error in research tree, Eletrical Engineering&#039;s Tracking System branch description stated turret upgrades were included in that branch&lt;br /&gt;
*Fixed: engineer build effect would show on a recycled engineer wall&lt;br /&gt;
*Fixed: when building a turret as commander, the circle indicating the range of the turret was not expanding to reflect the increased range due to having level 2 or 3 turrets researched&lt;br /&gt;
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game&lt;br /&gt;
*Fixed: minimap background sized incorrectly after changing resoltuion&lt;br /&gt;
*Fixed: changing resolution in-game would crash the commander interface&lt;br /&gt;
*Fixed: changing resolution in-game would cause the top right info bar to disappear&lt;br /&gt;
*Fixed: other players&#039; flashlight beams were not showing&lt;br /&gt;
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)&lt;br /&gt;
*Modified: commander&#039;s multiple attack order no longer includes walls&lt;br /&gt;
*Modified: the command vehicle can not be entered for up to 5 seconds after the commander vote has ended to give time for the player who won to spawn&lt;br /&gt;
*Modified: decreased rail gun heat to target from 3 to 1&lt;br /&gt;
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4&lt;br /&gt;
*Modified: increased fission engine heat dissipation amount from 5 to 8&lt;br /&gt;
*Modified: changed how seismic grenades work, if their explosion (radius of 150 inches) touches a building then damage (100) is dealt to that building; there is no longer damage fall off based on distance from the building&#039;s center&lt;br /&gt;
*Modified: altered the unstuck command to try a set of randomly chosen points in addition to the predefined ones so that if the first attempt fails, later attempts have a chance of succeeding&lt;br /&gt;
*Modified: removed engineer kit 3rd person animation based on trailer feedback&lt;br /&gt;
*Modified: set max players to 48&lt;br /&gt;
*Modified: changed reported game description to &amp;quot;Empires v2.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
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Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
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Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
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-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
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Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=5024</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=5024"/>
		<updated>2007-11-19T03:09:41Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Lol, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a an Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is much different and it also lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100).&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://empiresmod.com/download.php Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/team.php Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
This is still a Beta version, Aircraft will be included with an upcoming patch. &lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
Empires is currently in public beta, which means that it is not complete. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/forumdisplay.php?f=6 Forums] or on the [http://www.empiresmod.com/bug_tracker/main_page.php Bug Tracker].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the [http://forums.empiresmod.com/ Forums], as well as the [[Maps]] section here on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://www.empiresmod.com/help/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main Empires Mod Irc channel #Empiresmod on Gamesurge.net.&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Command_Vehicle&amp;diff=5020</id>
		<title>Command Vehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Command_Vehicle&amp;diff=5020"/>
		<updated>2007-11-18T03:27:16Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: CV has only one seat for simplicity&amp;#039;s sake. Also press F2 to enter RTS view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Command Vehicle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:NFCV2.jpg|right|thumb|Northern Faction CV]]&lt;br /&gt;
[[Image:IMPCV.jpg|right|thumb|Imperial CV]]&lt;br /&gt;
&lt;br /&gt;
The Command Vehicle is the unit used by the [[Commander]] to lead the team. Whoever enters the Command Vehicle assumes the rule of [[Commander]]. Press F2 while in the command vehicle to enter RTS mode. Destruction of the Command Vehicle results in a loss for the team whose CV is destroyed. For this reason, it is important to keep it protected and under watch at all times.&lt;br /&gt;
&lt;br /&gt;
{{warning|The Command Vehicle is not to be used in combat. New players would be recommended to stay away from it until they have a complete grasp of how the game works. Hijacking this vehicle with no intention of becoming [[commander]] is highly frowned upon.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Seats: 1&lt;br /&gt;
* Non-Equipped Cost: N/A&lt;br /&gt;
* Non-Equipped Weight: N/A&lt;br /&gt;
* Heat Capacity: N/A&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 7&lt;br /&gt;
* Sides: 6&lt;br /&gt;
* Back: 4&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* While it is often useful to fortify some areas for the Command Vehicle to hide behind, it is usually a bad idea to completely encircle a CV in walls.&lt;br /&gt;
* Try to avoid dangerous manoeuvres when driving the Command Vehicle.  Sinking the CV in deep waters, driving it off high enough cliffs or flipping it over (accidentally or otherwise) will cause the CV to quickly destroy itself.&lt;br /&gt;
* Avoid placing the Command Vehicle in wide open spaces without defense against infantry, as a rogue grenadier can easily take it down by placing mines around it.  One or two well-placed mines may even flip the Command Vehicle onto its back, scoring an easy victory for your opponent.&lt;br /&gt;
* While the CV doesn&#039;t feature any weapons, you can easily run over and crush enemy infantry.&lt;br /&gt;
[[Category:Vehicles|Command Vehicle]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4950</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4950"/>
		<updated>2007-11-13T13:33:29Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added RC32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC32&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 174/RC 32 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings&lt;br /&gt;
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues&lt;br /&gt;
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location&lt;br /&gt;
*Fixed: rpg not exploding when hitting things near the shooter&lt;br /&gt;
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed&lt;br /&gt;
*Fixed: turrets were not generating alerts to the commander when harmed&lt;br /&gt;
*Fixed: commander built turrets would only warn the commander who built them when they&#039;re harmed (even if he had switched teams) and not the whole team&lt;br /&gt;
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement&lt;br /&gt;
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader&#039;s view&lt;br /&gt;
*Fixed: squad leader artillery icon appearing green&lt;br /&gt;
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)&lt;br /&gt;
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye&lt;br /&gt;
*Fixed: NF walls had the wrong environment map&lt;br /&gt;
*Fixed: commander couldn&#039;t build vehicles from the Factory panel&lt;br /&gt;
*Fixed: squads weren&#039;t being listed correctly in the commander Units panel&lt;br /&gt;
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel&lt;br /&gt;
*Fixed: creating a squad via the voice menu would not go in alphabetical order&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_unresearch_item&amp;quot; sometimes being overridden by the emp_info_params entity unlocking all research&lt;br /&gt;
*Fixed: health upgrade skill was broken in RC 31&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view was not being matched to what the turret&#039;s angle was; the turret&#039;s angle was being set to the player&#039;s angle at the time of entering the vehicle&lt;br /&gt;
*Fixed: flashlight wasn&#039;t being projected in the right direction when in a tank&lt;br /&gt;
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions&lt;br /&gt;
*Fixed: vgui textures were being affected by the texture quality setting&lt;br /&gt;
*Modified: removed Aircraft Factory from the commander Build panel&lt;br /&gt;
*Modified: removed aircraft image from the top right info bar&lt;br /&gt;
*Modified: capture gui now says &amp;quot;Blocked&amp;quot; if both teams are at the flag and neither can capture until one leaves&lt;br /&gt;
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived&lt;br /&gt;
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4919</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4919"/>
		<updated>2007-11-09T15:29:24Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added RC31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Released Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC31&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
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Empires 1.08 Build 168/RC 31 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations&lt;br /&gt;
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren&#039;t solid&lt;br /&gt;
*Maps: disabled nuclear warheads on emp_escort&lt;br /&gt;
*Maps: resource points are now marked on emp_streetsoffire&#039;s minimap&lt;br /&gt;
*Added: &#039;emp_cl_intro_music&#039; cvar to disable the playing of music at map start&lt;br /&gt;
*Added: new BE binoculars view model&lt;br /&gt;
*Added: maps without a commander now have a &amp;quot;waiting for players&amp;quot; phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the &#039;emp_sv_wait_phase_time&#039; cvar to set the amount of time to wait&lt;br /&gt;
*Added: the time left in the commander vote and the time left for the &amp;quot;waiting for players&amp;quot; phase of non-commander maps is now printed to the center of the screen&lt;br /&gt;
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT&lt;br /&gt;
*Added: &#039;emp_sv_research_item &amp;lt;string&amp;gt;&#039; and &#039;emp_sv_unresearch_item &amp;lt;string&amp;gt;&#039; cvars to allow the selective researching or unresearching of a specific item at any time (ie, use it in the map load script file for more versatility in allowing/restricting certain weapons on non-commander maps)&lt;br /&gt;
*Fixed: crash when entering command vehicle&lt;br /&gt;
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window&lt;br /&gt;
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank&lt;br /&gt;
*Fixed: players couldn&#039;t exit a vehicle in areas with low ceilings&lt;br /&gt;
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread&lt;br /&gt;
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting&lt;br /&gt;
*Fixed: tracers from other players originating from a very wrong location&lt;br /&gt;
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out&lt;br /&gt;
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged&lt;br /&gt;
*Fixed: getting stuck in the BE wall model while building it&lt;br /&gt;
*Fixed: nf crates having incorrect normal maps&lt;br /&gt;
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another&lt;br /&gt;
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface&lt;br /&gt;
*Fixed: difficulty in exiting the 2nd seat of a vehicle&lt;br /&gt;
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles&lt;br /&gt;
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough&lt;br /&gt;
*Fixed: NF landmine model was floating above the ground&lt;br /&gt;
*Fixed: vehicles turning completely black when destroyed&lt;br /&gt;
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap&lt;br /&gt;
*Fixed: players with the Health Upgrade skill and more than 100 HP but less than 130 HP could get instantly healed back to 130 HP by re-equiping their weapons/class/skills&lt;br /&gt;
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC&lt;br /&gt;
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle&lt;br /&gt;
*Fixed: changing key bindings from the controls window will now unbind the previous bindings&lt;br /&gt;
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair&lt;br /&gt;
*Modified: renamed &#039;emp_building_smokeinterval&#039; cvar to &#039;emp_cl_building_smokeinterval&#039;&lt;br /&gt;
*Modified: players can stand on walls and build them once again&lt;br /&gt;
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located&lt;br /&gt;
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread&lt;br /&gt;
*Modified: engineer kit no longer functions when in a vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 167/RC 30 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed disappearing buildings on emp_streetsoffire&lt;br /&gt;
*Added: updated BE RPG world model&lt;br /&gt;
*Added: new voice menu replacing the old one&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_keyboard&#039; cvar, set to 0 to disable the voice menu from using the keyboard as input&lt;br /&gt;
*Added: &#039;emp_cl_voicemenu_mouse&#039; cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can&#039;t be disabled together)&lt;br /&gt;
*Fixed: prone players firing the MG would rotate erraticly&lt;br /&gt;
*Fixed: some brenodi empire crate models had no collision mesh&lt;br /&gt;
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed&lt;br /&gt;
*Fixed: drivers couldn&#039;t see the explosion from their HE MG weapon&lt;br /&gt;
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates&lt;br /&gt;
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone&lt;br /&gt;
*Fixed: players could unprone through the map&lt;br /&gt;
*Fixed: preplaced BE radars on a map wouldn&#039;t rotate&lt;br /&gt;
*Fixed: vehicle passenger crosshairs and eye angles did not match where their weapon was actually pointing, causing all passenger weapons to shoot in another direction from where they were looking when the vehicle was not level&lt;br /&gt;
*Fixed: scout stickies would disable friendly vehicles&lt;br /&gt;
*Fixed: players could throw a grenade, switch teams, and the grenade would deal damage to the previous team (now it does no damage to anyone)&lt;br /&gt;
*Fixed: engineer restrict brushes set to disable walls only were disabling the building of all engineer objects (this was most apparent on the center structure on emp_crossroads)&lt;br /&gt;
*Fixed: for players driving a vehicle, the end game camera angle was restricted&lt;br /&gt;
*Fixed: vehicle passenger lists were inaccurate if a player switched teams&lt;br /&gt;
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon&lt;br /&gt;
*Fixed: commander could give orders on the skybox&lt;br /&gt;
*Fixed: voice menu couldn&#039;t be clicked while holding down a button (ie crouch)&lt;br /&gt;
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible&lt;br /&gt;
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails&lt;br /&gt;
*Fixed: attempted to fix players able to walk through walls as they&#039;re built&lt;br /&gt;
*Fixed: removed broken &amp;quot;Player List&amp;quot; item from the title screen&lt;br /&gt;
*Modified: removed &amp;quot;cl_righthand&amp;quot; cvar as it was stretching view models instead of flipping them correctly&lt;br /&gt;
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder&lt;br /&gt;
*Modified: cameras no longer spot players who are still&lt;br /&gt;
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available&lt;br /&gt;
*Modified: HUD text telling the local player to show a window now continuously reappears until the player has opened the window and selected a team, class, or spawn point&lt;br /&gt;
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water&lt;br /&gt;
*Modified: set spotted status for players and vehicles to update sooner&lt;br /&gt;
*Modified: sticky grenades do 150 damage to command vehicles instead of 300&lt;br /&gt;
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds&lt;br /&gt;
*Modified: removed squad leader commands &amp;quot;dig-in&amp;quot;, &amp;quot;build here&amp;quot;, and &amp;quot;grenade attack&amp;quot; which had no associated voice commands&lt;br /&gt;
*Modified: added more precision to emp_unstick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 165/RC 29 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: lcd screen displays to NF engy kit and BE rifles&lt;br /&gt;
*Added: new BE RPG model and animations&lt;br /&gt;
*Added: new BE mortar model and animations&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Fixed: VAC symbol was misplaced on the loading screen&lt;br /&gt;
*Fixed: spectating a player who exited a vehicle could cause the spectator&#039;s view angles to have an inaccurate roll angle&lt;br /&gt;
*Fixed: tracers from other players weren&#039;t going to the same location that their bullets were&lt;br /&gt;
*Fixed: in prone, player&#039;s body was twisting instead of rotating&lt;br /&gt;
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear&lt;br /&gt;
*Fixed: commander built turrets were floating above the ground&lt;br /&gt;
*Fixed: generic text on the chat line wouldn&#039;t fade out or would take on the team color of the last chat message&lt;br /&gt;
*Modified: iron sights on all weapons now more accurately match up with the bullet destination&lt;br /&gt;
*Modified: in iron sights, weapon recoil is reduced by 50%&lt;br /&gt;
*Modified: optimized some elements of player animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Empires 1.08 Build 164/RC 28.1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_mvalley, fixed disappearing rock in C1&lt;br /&gt;
*Maps: on emp_isle, fixed water&lt;br /&gt;
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base&lt;br /&gt;
*Added: death notice icon for sticky grenades&lt;br /&gt;
*Fixed: engineer was able to build more walls than his limit allowed&lt;br /&gt;
*Modified: decreased font size of squad HUD&lt;br /&gt;
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)&lt;br /&gt;
*Modified: increased velocity of sticky bombs&lt;br /&gt;
*Modified: sticky bombs now stick to buildings and players&lt;br /&gt;
&lt;br /&gt;
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-------------------------&lt;br /&gt;
Empires 1.08 Build 161/RC 28 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: commander building was broken on emp_crossroads and emp_money&lt;br /&gt;
*Maps: trees were broken on emp_cyclopean&lt;br /&gt;
*Maps: full vis compile of emp_duststorm&lt;br /&gt;
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground&lt;br /&gt;
*Maps: fixed emp_crossroads light bleeding through cliff walls&lt;br /&gt;
*Maps: increased number of tickets on emp_canyon from 200 to 300&lt;br /&gt;
*Maps: increased starting res on emp_cycloplean from 100 to 400&lt;br /&gt;
*Added: at game end, view focuses on the entity that resulted in the game ending: command vehicle that was killed, player who captured the game ending flag, or final player killed when no spawns are available&lt;br /&gt;
*Added: rifleman sticky bomb grenade, it can&#039;t be thrown far, but it sticks to vehicles and does 400 damage&lt;br /&gt;
*Added: scout sticky stun bomb grenade, it&#039;s the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds&lt;br /&gt;
*Fixed: spectating the command vehicle put the camera too close to the vehicle&lt;br /&gt;
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)&lt;br /&gt;
*Fixed: turrets would continue to shoot after the game had ended&lt;br /&gt;
*Fixed: vehicle weapons would continue to shoot after the game ended&lt;br /&gt;
*Fixed: scout enhanced senses skill worked when in the command interface&lt;br /&gt;
*Fixed: vehicle factory and armory could be seen through fog of war&lt;br /&gt;
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface&lt;br /&gt;
*Fixed: vehicles could push players through the map&lt;br /&gt;
*Fixed: loading screen correctly shows the next level when joining for the first time and when the next level is not the one in the map list&lt;br /&gt;
*Fixed: added a 1 second time delay between vehicles being constructed at a factory to prevent multiple vehicles from being constructed at exactly the same time&lt;br /&gt;
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing&lt;br /&gt;
*Fixed: dead engineer built items would still show the &amp;quot;upgrade/recycle&amp;quot; right*click menu&lt;br /&gt;
*Fixed: right*clicking a wall would show the option to upgrade&lt;br /&gt;
*Fixed: engineer turret and camera healthbars were still showing after the game had ended&lt;br /&gt;
*Fixed: players could hide in a set of crates inside the Brenodi armory building&lt;br /&gt;
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level&lt;br /&gt;
*Fixed: scout rifles not always playing shoot animation&lt;br /&gt;
*Fixed: turrets weren&#039;t firing at targets they had a clear line of sight to because of code that was broken in a previous RC&lt;br /&gt;
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate&lt;br /&gt;
*Modified: reduced the amount of network info required for sending player angles&lt;br /&gt;
*Modified: lowered eyes of NF soldier&lt;br /&gt;
*Modified: made loading screen appear larger&lt;br /&gt;
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)&lt;br /&gt;
*Modified: reduced font size of squad management GUI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 159/RC 27 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley&lt;br /&gt;
*Maps: full vis compile of emp_crossroads&lt;br /&gt;
*Maps: full vis compile of emp_money&lt;br /&gt;
*Maps: on emp_urbanchaos, spawns were located at the wrong flags&lt;br /&gt;
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem&lt;br /&gt;
*Added: extra text to &amp;quot;&amp;lt;team&amp;gt; wins&amp;quot; end of game message stating the reason for the win&lt;br /&gt;
*Fixed: rare crash in the commander GUI when drawing the images of the selected units&lt;br /&gt;
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out&lt;br /&gt;
*Fixed: player received a kill when changing teams while alive&lt;br /&gt;
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object&lt;br /&gt;
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not&lt;br /&gt;
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out&lt;br /&gt;
*Fixed: grenade throw 3rd person animation was missing&lt;br /&gt;
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown&lt;br /&gt;
*Fixed: Brenodi armory&#039;s health and ammo crates were floating slightly above the actual floor&lt;br /&gt;
*Fixed: shotgun pistol loses all ammo when revived&lt;br /&gt;
*Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged&lt;br /&gt;
*Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once&lt;br /&gt;
*Modified: removed &#039;mp_friendlyfire&#039; cvar&lt;br /&gt;
*Modified: engineer cameras no longer spot any invisible players&lt;br /&gt;
*Modified: moved up the voice status HUD when in the commander interface&lt;br /&gt;
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head&lt;br /&gt;
*Modified: commander can now be spectated when not in the command interface&lt;br /&gt;
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Empires 1.08 Build 158/RC 26 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed&lt;br /&gt;
*Maps: emp_streetsoffire, optimized and fixed potential crash&lt;br /&gt;
*Maps: emp_cyclopean, fixed minor issues&lt;br /&gt;
*Added: widescreen support for the commander GUI&lt;br /&gt;
*Added: new Brenodi pistol 2 model&lt;br /&gt;
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can&#039;t shoot&lt;br /&gt;
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius&lt;br /&gt;
*Fixed: &amp;quot;m_flPlaybackRate&amp;quot; out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()&lt;br /&gt;
*Fixed: on hud, vehicle health didn&#039;t have black bg to make it stand out against the engineer kit sparks&lt;br /&gt;
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery&lt;br /&gt;
*Fixed: players would recover damage taken from bio weapons&lt;br /&gt;
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes&lt;br /&gt;
*Fixed: commander could build under the map&lt;br /&gt;
*Fixed: commander camera could rotate through map brushes&lt;br /&gt;
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server&lt;br /&gt;
*Fixed: walls were being drawn on the minimap and targeted by missile turrets&lt;br /&gt;
*Fixed: dead players could build buildings with the +use key&lt;br /&gt;
*Fixed: building ambient sounds would continue to play after the building had died&lt;br /&gt;
*Fixed: a hidden scout going from duck to prone or vice versa would unhide&lt;br /&gt;
*Fixed: walls would give points for their destruction&lt;br /&gt;
*Fixed: in the commander&#039;s Unit panel list, vehicle health was always listed as 0&lt;br /&gt;
*Fixed: in the commander&#039;s Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box&lt;br /&gt;
*Fixed: crash within the commander&#039;s Factory panel&lt;br /&gt;
*Fixed: selecting a unit from the commander&#039;s Units panel wouldn&#039;t update the order buttons&lt;br /&gt;
*Fixed: &amp;quot;Building (0H)&amp;quot; appearing in the commander Units panel&lt;br /&gt;
*Fixed: out of breath sound playing for spectators and dead players&lt;br /&gt;
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved&lt;br /&gt;
*Fixed: mines placed on buildings would float in the air once the building had died and been removed&lt;br /&gt;
*Fixed: Brenodi level 2 missile turret model&#039;s top was not solid&lt;br /&gt;
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation&lt;br /&gt;
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building&lt;br /&gt;
*Modified: raised total player limit to 56 players&lt;br /&gt;
*Modified: for &amp;quot;emp_eng_map_brush/model&amp;quot; entity, players are pushed out of the way instead of placed on top when it turns solid and vehicles colliding with it prevent the entity from being fully built and turning solid&lt;br /&gt;
*Modified: reduced wall damage resistance from 60 to 24&lt;br /&gt;
*Modified: reduced engineer camera and radar damage resistance from 6 to 2&lt;br /&gt;
*Modified: composite armor damage modifer: 1 -&amp;gt; 0.8&lt;br /&gt;
*Modified: BE AFV cost: 100 -&amp;gt; 150&lt;br /&gt;
*Modified: NF Light Tank max weight: 743 *&amp;gt; 783&lt;br /&gt;
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Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4863</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4863"/>
		<updated>2007-09-23T23:16:40Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC25&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4862</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4862"/>
		<updated>2007-09-23T23:16:12Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Unreleased: Version 1.08 */  Added RC25 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC24&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 152/RC 25 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5&lt;br /&gt;
*Maps: on emp_district, health and ammo crates weren&#039;t available at cap point 5&lt;br /&gt;
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits&lt;br /&gt;
*Added: shadow to minimap&#039;s player sector position text&lt;br /&gt;
*Added: squad leader star on minimap&lt;br /&gt;
*Added: scoreboard scrollbar&lt;br /&gt;
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery&lt;br /&gt;
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels&lt;br /&gt;
*Fixed: spectating a player in the eye was broken&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change (for real this time!)&lt;br /&gt;
*Fixed: dead squad members not showing 0 health when dead&lt;br /&gt;
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed&lt;br /&gt;
*Fixed: vehicle passengers looking in the correct direction was broken in rc24&lt;br /&gt;
*Fixed: vehicles continuing to drive after dying&lt;br /&gt;
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player&#039;s network visibility range&lt;br /&gt;
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing &lt;br /&gt;
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements&lt;br /&gt;
*Fixed: lone trees had no collision mesh&lt;br /&gt;
*Fixed: in the vehicle customization gui, if a tank cost more than resources available, then the weight text would always show as white even if the weight exceeded allowable weight and should appear red&lt;br /&gt;
*Fixed: fixed BE radar&#039;s collision mesh so that players can no longer hide in the large round cord leaving the main structure&lt;br /&gt;
*Fixed: added door to NF repair pad to show that players can&#039;t go inside&lt;br /&gt;
*Fixed: detecting a vehicle&#039;s armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning&lt;br /&gt;
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with&lt;br /&gt;
*Fixed: minimized NF medium and heavy tanks spinning out&lt;br /&gt;
*Fixed: if a vehicle began playing a looping engine sound while a player was initially out of its network visibility range and then moved within network range of the player, the player would never hear the engine sound until the engine sound changed&lt;br /&gt;
*Fixed: engineer cameras and radars were adding to the building limit&lt;br /&gt;
*Fixed: research tree description for Mechanical Engineering was outdated&lt;br /&gt;
*Fixed: commander could get a &amp;quot;reliable stream overflow&amp;quot; error if he told many units to attack multiple targets&lt;br /&gt;
*Fixed: turrets erraticly rotating after death&lt;br /&gt;
*Fixed: engineers building objects inside &amp;quot;emp_eng_map_brush/model&amp;quot; entities&lt;br /&gt;
*Fixed: scout sabotage icon could show when in a vehicle&lt;br /&gt;
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle&lt;br /&gt;
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid&lt;br /&gt;
*Fixed: attempted to fix a bug where player enters the turret passenger position of a vehicle and is shown outside of the turret; please provide feedback if it is still present&lt;br /&gt;
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator&lt;br /&gt;
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show &amp;quot;Key Not found&amp;quot; for buttons relying on infantry specific commands such as &amp;quot;jump&amp;quot;&lt;br /&gt;
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way&lt;br /&gt;
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command&lt;br /&gt;
*Modified: ML turrets no longer target engineer cameras and radars&lt;br /&gt;
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed&lt;br /&gt;
*Modified: redid emp_slaugtered&#039;s minimap&lt;br /&gt;
*Modified: altered emp_glycencity&#039;s minimap to more accurately position player, vehicle, and building icons&lt;br /&gt;
*Modified: &amp;quot;emp_eng_restrict&amp;quot; brushes now block engineer build items instead of only affecting the player building the object&lt;br /&gt;
*Modified: shortened chassis names that began with &amp;quot;Northern Faction&amp;quot; to &amp;quot;NF&amp;quot; to lessen the visual space they took up on the commander GUI&lt;br /&gt;
*Modified: increased the area around resource points that can&#039;t be built in to prevent buildings blocking refinery placement&lt;br /&gt;
*Modified: reduced network bandwidth used by vehicle speed network variable&lt;br /&gt;
*Modified: removed network var &amp;quot;m_nNextThinkTick&amp;quot; that was being sent frequently yet did nothing on the client&lt;br /&gt;
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret&lt;br /&gt;
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander&lt;br /&gt;
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone&lt;br /&gt;
*Modified: increased grenadier mine damage from 100 to 150&lt;br /&gt;
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down&lt;br /&gt;
*Modified: added ping and voice status to spectators on scoreboard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=The_Story&amp;diff=4860</id>
		<title>The Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=The_Story&amp;diff=4860"/>
		<updated>2007-09-18T01:33:35Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Chapter 7 */  Spelling and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empires background story==&lt;br /&gt;
As written by DonMegel.&lt;br /&gt;
&lt;br /&gt;
== Chapter 1 ==&lt;br /&gt;
&lt;br /&gt;
I should have ran…every fiber within my exhausted being cried out in one unified cord of terror to run as if my eternal soul depended on it, as if somehow distance or the mere act of attempting to achieve distance, would spare me from what ever unknown evil that lie in wait. It made little sense, as so much during that time did. Time itself was cast into doubt as what seemed like hours painfully crept by my ridged frame. Minutes, surely only minutes, had fled from the amount of time I had yet to remain on the earth, hours could not have passed into the unobtainable oblivion of eternity, the destined resting place of our bodies wouldn’t be that far, couldn’t be that far. I realized my watch held the answer that my mind was lazily wrestling with yet by my side my arm remained anchored, the unseen tether of dread refusing to allow even the smallest movement. But why? My body had tasted battle on two prior occasions; my squad mates had proven their worth to their nation, to each other, to me. Our cause was just, our destinies paved by the hand of fate, none could be changed, none averted. These thoughts had provided treasured comfort while nestled tightly within the blood soaked mud of battlefields past but here- no longer. Once pleasantly reassuring, fate now had turned on us, mocking us as her helpless pawns, mere toys of her own creation and fancy. How could fate be so cruel?&lt;br /&gt;
&lt;br /&gt;
The mammoth bird containing our tiny lives shuttered on the invisible waves of airborne currents, a jolt unnoticed by those accustomed to its frequency. With out form, the event mingled with what could only be described as thoughts inhabiting my surreal mind. Nothing seemed to fit, nothing formed around logic or emotion, all was a single great, undulating mass of source less fear. My stomach lurched upwards as our steel eagle plummeted towards the earth below, we could see the next patch of unremarkable earth selected to make an attempt on our lives. It would succeed; the singular thought arose from the milky soup of my brain with startling clarity. This small town nestled so frighteningly deep within a sea of jagged rocks, would consume the lives of all who entered it. We would die here and we knew it.&lt;br /&gt;
&lt;br /&gt;
The flickering flames danced lightly within her deep green eyes as she studied my unshaven face. I knew she was there, her presence filled the room, penetrating me to my very soul. Her warmth, her joy, her youthful exuberance, everything about her sang out life, love and the miracle that was our relationship. I wouldn’t let her know that I knew, at least not by outward appearances. She knew that I knew, and I knew that she knew that I knew, but that changed nothing. I simply sat, eyes fixed on the tattered book held so lightly within my resting hands. I had long since stopped reading the age-old tale told within its cover, yet I continued the ruse, refused to acknowledge her presence. She smiled, I could see her out of the corners of my tired eyes, she knew the game too. Slowly she made her way around the plush chair that held me, towards its rear. To see her move was to see the perfection only God could produce. Every line, every curve, every bend flowed seamlessly into one momentous work of art fit to be had by no man for none could possible deserve to have her. Yet there I sat, lazily playing a lovers game in our little home. What had I done? What words, deeds, sacrifices had I undertaken in order to warrant such a woman? My thoughts of amazement and unworthiness faded from hand as her bare arms found their way around my neck. Almost at once my nostrils filled with the perfumed scent of her mocha colored skin, her unrealistically soft skin. I could feel it rubbing by my neck as her long, graceful arms continued on their trek for the intrusive book. I couldn’t fight it any more and a smile found its way onto my previously impassive face. She couldn’t see it of course but she knew it was there, she knew me, she knew us. I lowered the book, dropped my head ever so slightly as to take in as much of her outstretched, victorious hands as possible. “Maria…”&lt;br /&gt;
&lt;br /&gt;
“Sergeant?”&lt;br /&gt;
&lt;br /&gt;
I blinked away the world of warmth and bliss that I had traded for the soup of mired death in which I now stood. I glanced about to take in the surroundings I had apparently been moving within for some time, albeit in a state of mechanical rote operation. Before me stood a rather perplexed young Private, no more than seventeen, of my squad. Long strands from his worn and tattered gray uniform blew about in the frigid north wind that constantly raked across our newest home. He was covered, as were we all I soon realized, in the thick, black mud that sheltered the many jagged rocks that made up the countryside. Perhaps it had rained, I couldn’t tell, nor did feel particularly interested in finding out.&lt;br /&gt;
At my feet the dull metallic sheen of military equipment glittered from within its newly applied covering of mud and grime. It occurred to me how lonely and pathetic the small mountain of detpacks looked nestled so firmly within the sticky goo. How strange was it that each tiny green box with its smattering of letters, its collection of scratches and dents, held within it the destructive power only man seemed to be willing to harness.&lt;br /&gt;
Our massive transport had departed along with a dozen or so replicas of itself, each of which having left a small legacy of men and machines. For a moment I smiled and laughed at the thought of machines giving birth to machines; procreation via lifeless creations of death. The cynical spark must have found an external outlet for the puzzled stare upon the private’s face began to slide into an uneasy box of fear. A soldier’s only hope in any conflict is competent leadership. To be found under the command of a person who portrays less than sane qualities was undesirable to say the least.&lt;br /&gt;
Shaking my head I attempted to dislodge the tattered web of half thoughts and full fears. The boy was in my squad, I was his Sergeant, he was my responsibility.&lt;br /&gt;
&lt;br /&gt;
“Ever have a hangover, Mayfield?”&lt;br /&gt;
&lt;br /&gt;
I didn’t really want to know, I didn’t even really know what it had to do with anything that was or would be happening. It was merely a simple attempt to remove some of the fears I had apparently fostered during my random words and spontaneous laughter. It worked, he laughed, the temporary assurance of a bloody end removed from his already weighted shoulders.&lt;br /&gt;
&lt;br /&gt;
What a blessing it must have been, to be so naive, so stupid, so ignorant of the situation that our little band had found its self in. Our deployment had not been anticipated, we where the leftovers, the reserves, the last puddles in the bottom of an already small barrel. A bloody end was not a possibility, it was an assurance.&lt;br /&gt;
&lt;br /&gt;
From the depths of my tangled brain emerged, in a series of steps, the required information to complete the task at hand. One by one the small blocks of death journeyed, by way of our squad’s gloved hands, into their final rested places among the holes and rocks previously prepared. Four similar squads found themselves in matching positions all along the geographic bottleneck chosen to hold our mired defense. Hours faded in and bled out of reality as brick after brick of high explosives where laid, their collective mass forming a structure of death whose sole purpose was the ending of life.&lt;br /&gt;
At once the surreal blend of grays parted to reveal an equally surreal series of symbols on my HUD. The appearance of such characters in and of its self was nothing remarkable; the small device had become an extension of my eye, as it had to every other soldier serving beneath our disillusioned flag. What managed to break even through my drowning consciousness was the content. Without hesitation I dropped the last of the detpacks and rallied my tired squad. We had all discarded our cumbersome helmets, the design of which tires ones sanity, and sported only the detachable, HUD contained, goggles. Each man, as well as the one woman in our crew, wore instead a covering of local soil and homegrown blood. Hours of toil within a sea of jagged clefts had torn and punctured, gouged and sliced through much of what had been tough skin and uniforms. Blood bathed wounds, however, failed to remain open for long as the sticky, almost oily, composition of the local soil was quick to find its way in, the geological contents triggering every manner of pain and discomfort. Yet none cried out, none complained or requested break. They where soldiers, servants of a lost cause dedicated to a dead nation. I really couldn’t understand it, being disillusioned as I was, how it was that they carried on. Did they not know the forces that we would soon face? The sheer might and power of the Imperial legions? We, they, I had all faced them before and with success but for how long? Hoards immense enough to boggle the mind remained; victory was not even a hope let alone a possibility. Yet, they carried on, heads high, teeth clinched against the pain.&lt;br /&gt;
The trip to the re-supply bunker was a swift one, as much as could be expected considering the surroundings. Within moments our equipment was returned in exchange for a chorus of engineering bags. Accustomed to frequent changes in purpose we gathered our new gear and made our way towards the newly erected mountain of steel that housed our vehicles. The mammoth of a structure rang out with the metallic cries of the tortured demons of man’s ingenuity. Steel grinded against steel in an unholy dance of perverse creation, men conjuring vile instruments of war. As the dark shadow of this most insidious place enveloped our bodies our destination came into view. The large off road vehicle boasted countless dents and scratches despite its recent birth date. Northern Faction methods for mechanical engineering at no time produced polished, glossy products but rather the tooth and nail goods of speed and efficiency. It was of little matter in any case; the truck would find plenty to soil its image in short order.&lt;br /&gt;
&lt;br /&gt;
Large tuffs of putrid goo found wings at the aid of our rapidly spinning tires as our squad sped down the rocky slope towards the pot marked field below. Our sister squads had cleared a path suitable for such an excursion only an hour prior and would likewise remove it after our singular task had been accomplished. As the ridged Jeep carved new troughs through the uneven ground the distant surroundings began to come into focus. Directly below us lay an open field populated by a horrific forest of jagged minerals, a hellish realm that was to hold our trap and, the commander hoped, our prey. Hugging the rim of the “open” canyon dwelt an iron curtain of glassy black mountains, their reflective exterior somehow devoid of earth. Therein rippled a seemingly endless lake of fire, reflections from the sky above mirroring the very depths of hell itself. I couldn’t really say why it was the heavens boiled with the vibrant reds and oranges that now ignited the inferno of color enveloping my mind. Perhaps it was God, His magnificent plea for a cessation of hostilities before His ground was bathed in blood and death. Perhaps it really was hell, the gates of fiery damnation burst wide in order to receive the torrent of souls that where soon to enter. As the steaming thermal vent grew larger, necessity forced theology aside and we slowed to an abrupt halt.&lt;br /&gt;
&lt;br /&gt;
Almost on cue a metallic disc materialized by hand of the unseen commander hundreds of yards to our rear. I moved with rote procession, my numb hands retrieving the bulky nano dispenser from its crowded dwelling place to my rear. Scarcely a moment passed before hoards of ingenious devices, each evading sight by virtue of tiny size, erupted from the dispenser and attacked the construction disc before them. Rearranging their surroundings at the atomic level the army of nano machines brought form to the design concocted at a different time and place for a purpose no doubt less sinister than it was now being employed. My eyes began to trace the developing lines of creation forming before me. Slowly one line met another; clean edges intersected the faint blue glow of edges yet to be seen. Sparks began to pepper the show of lights as individual groups of microscopic machines shorted out and vaporized into the thinning air around them. I smiled. There before my eyes an army lived and died, moved and constructed at my bidding. None of them knew why they did what they did, understood the circumstances of their bondage and fate. Each, like their more massive creators, simply moved from point to point, obeying the unseen forces that drove them.&lt;br /&gt;
&lt;br /&gt;
Shauna shifted her lightweight to my right, her emitter spewing forth its own legions of machines. I hadn’t delegated who would assist with the refinery and who would erect the perimeter defenses. My eyes drifted away from the sparkling struggle before me and located the other half of my team who had, as I discovered, began their own orchestra of light further ahead. Within minutes our artificial minions had nearly completed their subatomic construction and fulfilled their master’s bidding. Disengaging the warm nano emitter I slid it once again into the crowded pack residing on my back. The refinery hummed and groaned as it extracted and processed the un-harnessed energy of the earth below. Shauna sighed as the fiery globe above drifted below the curtains of rock in the distance.&lt;br /&gt;
&lt;br /&gt;
“Did we really need…” Her words drifted slowly away with the stiff wind that had begun to blow across the rocky plain.&lt;br /&gt;
I simply stared, looked on in slight bewilderment as she stood, eyes locked to my rear. I cant say why I didn’t turn, perhaps I knew what sight would greet me, perhaps countless hours in the mind numbing ooze of base preparation had dulled my wits, perhaps I didn’t want to acknowledge the fate I knew had arrived.&lt;br /&gt;
The blood was warm, I remember, the spray that had burst forth from Henderson painting the back of my neck. I hadn’t heard the shot from the distant scout, who could with the groan of the refinery so near. They say in certain situations thoughts, unable to cope with the barbaric events at hand, fade and are replaced by pure instinct. I suppose its true as I remember little of climbing into our vehicle and speeding away from our butchered comrade. As we neared the primary line eerie stillness enveloped our senses. Such a polar experience, hell fire and serene stillness, seemed to squeeze buried emotions from my gutted heart and pry thoughts once more into the forefront of existence.&lt;br /&gt;
&lt;br /&gt;
Kirkpatrick tossed his blood soaked bags to the trampled ground and retrieved the long menacing form of an assault rifle. I proceeded likewise as the ground shuttered and buckled under the sudden preemptive artillery fire arching out from unseen Imperial guns. Bushels of light and fire began to fill the rocky crags below, each blast inching closer towards the position of their commander’s desire. The sharp clap of metal striking metal echoed from my rifle as the chamber welcomed a new round. My heart began its epic quest to spread the adrenalin to each muscle soon to face the fury and hate of man. My teeth clenched as my bloody figures loosened the safety on my rifle. Silently I let sleep depravity lower the lids of my eyes for but a moment as I pleaded for favors from God.&lt;br /&gt;
&lt;br /&gt;
“Here they come…”&lt;br /&gt;
&lt;br /&gt;
== Chapter 2 ==&lt;br /&gt;
&lt;br /&gt;
-- 5 days prior&lt;br /&gt;
&lt;br /&gt;
High Commander Patterson leaned over his large wooden table, the weight of a world gone mad and a hopeless cause forcing a sigh from his lungs. Maps, deployment reports, satellite photos, news papers, pens, and every other sort of implement of command and strategy lay cluttered atop the heavy table who had bore the weight of war on more than one occasion. Residing in the former Strategic Wing of the Jekotian Office of War the darkened pot marked document platform bore witness to the planning and execution of countless offensives and defensive actions through out decades of Jekotian rule. Along the left side you could still see the crimson stains left by the last Jekotian High Commander who refused to bow to his Imperial conquerors.&lt;br /&gt;
&lt;br /&gt;
“Commander, could you please say again?”&lt;br /&gt;
&lt;br /&gt;
An unimposing metal box nestled on the edge of the unorganized table burped forth a myriad of static bathed words. “Corridor 173 in the 23rd bisection is now reporting full readiness. 93% of our forces have successfully migrated to the fall back position.”&lt;br /&gt;
&lt;br /&gt;
Patterson shook his head, “Thank you Commander, alert me when contact is made” The little box clicked off without notice as the High Commander turned his gaze again to the colorful map that had conquered the majority of the table’s real-estate. Upon succession the over all offensive plan had spun a series of steps designed to keep the Empire off balance and, with time, envelope it within wave after wave of Northern citizens. Phase 3 had called for tentative defensive perimeters to be held miles ahead of more concrete fall back positions to the rear. These positions were expected to fall in series before holding firm at the rear defensive parameter which would be a basis for future assaults as well as a stop gap for the resurgent Jekotian&#039;s while new forces were raised. Imperial forces had, however, concentrated their forces in the south and with brutal efficacy had blown through the southern lines and slammed into the half finished secondary defensive lines.&lt;br /&gt;
&lt;br /&gt;
The Southern Province along with the provinces of Taisho, Burisho and Hokkaido had cried out in unison for reserve forces stationed in the Northern province, the spiritual home of the Jekotian military and the area from which the Northern Faction had sprung forth. Only the ancient capital province of Jekotian itself had managed to tentatively hold its forward, disposable defensive position amidst fierce Imperial onslaughts. Within days the bulk of Northern Faction armor and what could mustered of her limited offensive air power had been deployed in an effort to prevent the catastrophic failure of these “impenetrable” lines. Nearly three months of hellish fighting took place before the major Brenodi offensive stalled and Northern Faction forces were able to stabilize and reclaim small portions of lost territory. Surprise airborne assaults had even managed to gain footholds in the formally Jekotian provinces of Karolin and Brok, both across stormy Imperial straits. The islands within immediately pledged their allegiance to the Northern cause.&lt;br /&gt;
&lt;br /&gt;
For another month an eerie calm had settled across the war torn planet as each side considered their next move. The beach heads in the south had expanded to the extent that their supply lines would allow, the ancient fortifications and mountainous terrain of the Northern provinces remained as formidable as ever while raw steel and flesh protected the more fragile underbelly that surrounded Koln pass and lead up to Paradise City. Throughout the new Northern Faction Empire High Commanders debated about what move to next make. Hardliners in the North Insisted on poring veteran forces into the beach heads to the south while commander from the traditional Jekotian elites lobbied for a thrust through Koln pass and onto the capitol of the Ancient global Empire whose discovery had been the precursor of Jekotian downfall. Patterson, who managed to acquire a position on High Commander Pewter’s staff, advocated a third, less popular view; restraint.&lt;br /&gt;
&lt;br /&gt;
For decades Imperial forces had systematically dismantled Jekotian infrastructure and industry in an effort to further subjugate and eventually annihilate their formal rivals. To such an extent was this “de-civilization” effort, engineers had to be imported from the neutral Southern Continent in order to erect simple bridge crossings and road ways. Had the defeated Jekotian forces not had the foresight to cache vast arsenals of weapons and equipment under Northern Provincial soil any notion of insurrection would have been fanatical folly. These forces, while substantial and suitable for the time being, would soon have to be reinforced. An industrial support network was required and time needed to be allocated for its completion.&lt;br /&gt;
&lt;br /&gt;
It was this time that Patterson knew the Northern Faction had little of. The Imperial Legions who had thrown themselves at Factional defenses so brutally had been merely rapid response forces sent in advance whilst full Legions were mobilized and deployed. A renewed Imperial assault was expected within days but, due to limited foreign intelligence, the location of such a strike was unknown.&lt;br /&gt;
&lt;br /&gt;
“Where the hell are you Brandy?” Patterson said using the ancient slang for the Brenodi.&lt;br /&gt;
&lt;br /&gt;
Commander Watkins smiled, “You know Brandy, she’ll pop in when you least expect her.”&lt;br /&gt;
&lt;br /&gt;
High Commander Patterson shook his head. The two men had grown up together in the outskirts of Ronan, the future Northern Faction capitol then but a crowded decomposing heap of a city likened more to a concentration camp used to hoard and control Jekotian irritations. It was there the men learned war first hand during the bloody Pension revolts and took part in the fourth, fifth and sixth protests. Youth, school, war and, after his sister recent marriage, even family bound the men. It was only by political happenstance that Patterson was elevated to High Commander over his comrade whom he quickly appointed to his own staff. “That’s just it, we expect her”&lt;br /&gt;
&lt;br /&gt;
“Where?”&lt;br /&gt;
&lt;br /&gt;
Patterson motioned his scarred hand towards the two beachheads in the south and then to the are near Koln pass where the majority of the fighting had taken place.&lt;br /&gt;
&lt;br /&gt;
Watkins sat for a moment puffing on his short cigarette as he often did in deep thought. He had always been a greater strategist than his superior but nowhere near the statesmen. “What about here?” He finally uttered amidst puffs, his own hand hanging over the Northern front. “Why not here?”&lt;br /&gt;
&lt;br /&gt;
The High Commander’s face twisted into a look of aggravation from the obviously rhetorical question. Laced by sharp volcanic mountains from eruptions millennia passed, bathed in sticky, perpetually muddy oil like soil and permeated by defenses that had been erected for hundreds of years the northern frontier had long impaled invading armies on her glassy spires. During the Great War that had witnessed and end to Jekotian glory the area had been the last to fall and still sported the countless graves from the final conflict. The Northern front was virtually impenetrable. “That’s not funny, she would never even be able-” The High Commander paused as the arrogance of his words set in. She always pops in when…pops in where you least expect her…&lt;br /&gt;
&lt;br /&gt;
Patterson slammed his empty hand onto the call button linking him with a lieutenant two doors down in the communications office. “Get me the High Commander, we need to talk…”&lt;br /&gt;
&lt;br /&gt;
== Chapter 3 ==&lt;br /&gt;
&lt;br /&gt;
“I would sooner marry a hoarse.”&lt;br /&gt;
&lt;br /&gt;
“With such an attitude you may have to”&lt;br /&gt;
&lt;br /&gt;
“She looks like a hoarse, have you seen her nose? We could live beneath it and not get wet when it rained.”&lt;br /&gt;
&lt;br /&gt;
“Her family is well connected, her father is regent of Westphalia.”&lt;br /&gt;
&lt;br /&gt;
Borodin sighed; his mother had acquired no less than a dozen potential wives for him since his sixteenth birthday, half of those since his appointment to the officer corps. Each boasted some sort of political, social or economic advantage, daughters of senators, wealthy businessmen, High commanders, all paraded before him like meat. Their bland, two dimensional personalities, spoiled natures and political ambitions disgusted the rising officer who had resolutely denied each and in turn earning the wrath of his well meaning mother. Her latest attempt to boost the family’s prestige had yielded quite a catch. At 21 the daughter of the Regent of Westphalia, the girl was among the most sought after in Bren, the Brenodian capitol, but aside from her power and prestige was the same as the others. Borodin had grown tired of the game.&lt;br /&gt;
&lt;br /&gt;
“Father is a senator, Maria is on the Imperial Board of Health as a head physician and I am about to graduate first in my class as an Imperial Guardsmen. Are we not enough prestige on our own?”&lt;br /&gt;
&lt;br /&gt;
Borodin’s mother flashed the same charming smile seen by politicians and businessmen alike across countless parties and social events. “Our prominence is exactly the reason for these arrangements. It’s expected. What would the common people say about their role models if we didn’t constantly work to better ourselves? Not to mention the other senators…”&lt;br /&gt;
&lt;br /&gt;
“Look at this”&lt;br /&gt;
&lt;br /&gt;
Borodin almost dashed to his younger brother, grateful to be given any reason to withdraw from his delusional mother. Borodin’s younger brother had long ago fallen in love with technology and had easily won an appointment to the Brenodian Institute for Higher Learning’s technological institute, one of the top two schools in the Empire. He would doubtlessly find his way to the theoretical physics department to develop his interstellar drive system, a pointless dream held over from their youths. Why would anyone wish to go to the stars?&lt;br /&gt;
&lt;br /&gt;
“ Our forces have broken through to the north,” He explained, pointing to the glowing story on the information tablet, “the guerrillas are falling back.”&lt;br /&gt;
&lt;br /&gt;
Borodin looked over the state approved article and the interactive map of the battlefield relaying harrowing stories of Imperial victories all across the line. He read the free southern press and knew the situation was not nearly as cut and dry but it was a step in the right direction. “It will be hard moving through these passes” he replied pointing out the long, jagged mountains of the ancestral Northern Faction homeland, “We’re hoping to knock them off balance, open up a weakness further down the line”&lt;br /&gt;
&lt;br /&gt;
Samuel frowned, he was not nearly as military inclined as his older brother and failed to understand his pessimism. “Your just angry that you wont be able to get in on the action before the insurrection is put down.”&lt;br /&gt;
&lt;br /&gt;
Borodin grabbed a piece of fruit from the table and returned again to aid his mother with the guest list for his commencement ceremonies. “I wouldn’t be so sure” he replied between bites, “I hear the Jekotians have found their lost navy in Brok. They may be more of a thorn than the Ministry of information is willing to admit.”&lt;br /&gt;
&lt;br /&gt;
Samuel scoffed as he got up, his own hunger for fruit aroused by his brother’s muffled words. “Those ships are over four decades old at the youngest” he said picking through the fruit bowl, “We’ll have make new fish homes out of them within the month.”&lt;br /&gt;
&lt;br /&gt;
Borodin let the conversation die with that. He knew the countless islands in the Imperial straits would be ideal for the Northern Faction’s hit and run tactics. Even naval novices would have little trouble in making use of the long retired massive weapons on those rusting hulks in such close quarters environments. By the time the Imperial Navy mobilized and steamed around the world to the straits the Faction positions would be well prepared and waiting. His brother however, with his supreme faith in the strength of the Empire and reliance on state controlled media for information, would fail to understand.&lt;br /&gt;
&lt;br /&gt;
Borodin’s mother saw her chance, “Now about this girl…”&lt;br /&gt;
&lt;br /&gt;
== Chapter 4 ==&lt;br /&gt;
&lt;br /&gt;
I fail to see how anyone unfortunate enough to be on the unfriendly side of that hellish sound could do anything to rid their mind of its maddening scream. Its as if a thousand wailing banshees had been captured and collectively lashed within a rolling thundercloud of steel. To hear it was to shutter and be forced to chase from your mind any number of demons demanding that you flee, forsaking your honor, your nation, your comrades, anything and everything to be free of that other worldly groan of a moving mountain of steel. It’s far too coincidental that a machine designed to dispense death would foster such a terrifying sound as it approached. It had to be part of the overall design, an extension of some sick engineer’s mind as an attempt to discourage an attack by unarmored infantry.&lt;br /&gt;
&lt;br /&gt;
I smiled.&lt;br /&gt;
&lt;br /&gt;
The explosion tore through the approaching tank like tinfoil in the wind, the anti tank mine beneath is formally frightening treads lifting the Imperial medium tank a full four feet into the air. I pressed myself a bit harder against the sharp glassy rock I had come to love as shrapnel whistled by. Not wanting to loose the shock of an unexpected blast I swung around, the heat of the near by flaming tank searing my blood soaked eyebrows. With a kiss of flame my rifle sent a pair of stunned riflemen to explain their lives to God. Around me my squad mates, both new and old, replicated my actions with similar speed, efficacy, and coolness. Within 30 seconds it was over. The Empire was short one more platoon and a medley of light armor.&lt;br /&gt;
&lt;br /&gt;
“Make it quick,” I ordered the scavengers already searching their victims for trinkets and, more importantly, food and ammunition. “Brandy will have more on the way.”&lt;br /&gt;
&lt;br /&gt;
The Imperial hammer had slammed into the Northern Faction’s most brutal, harsh and unforgiving frontier and shattered the hastily erected defenses. Our makeshift lines held for but a fortnight before giving way to what seemed like an endless stream of steel and flesh. Never before nor since had I ever witnessed a greater waste of life and resources, never before had death on such a scale soiled the land. Our positions had been hastily erected but, as countless Jekotians had known through out history, where sound in their locations. By the third day the mountains of Imperial armor shredded on the field of battle had risen so large, aircraft were forced to blast clear a path so that the offensive could continue. Men took cover behind fortifications made of their own fallen comrades and slipped in the rivers of blood leading from their stinking mounds.&lt;br /&gt;
&lt;br /&gt;
The order to withdraw stood out in my mind. Our new commander, the old one having played catch with a stray artillery shell, spoke over our com just as my bayonet sliced through the neck of my twelfth opponent in as many minutes. I remember smiling and thinking how odd it was to have an easy dozen. I suppose who I had been had long ago died, the remaining creature of war delighting in the kind of peculiar oddities that only combat can produce.&lt;br /&gt;
&lt;br /&gt;
“Sergeant”&lt;br /&gt;
&lt;br /&gt;
I turned to catch the identification papers Shauna had tossed me, examining them with mild interest. “An engineer?” I asked unimpressed, “What is this?”&lt;br /&gt;
&lt;br /&gt;
Shauna had proven nearly suicidal in her willingness to stand and fight in the face of Imperial hatred, her uniform and body boasting the wounds as evidence. I’m sure she would have been considered attractive had the winds of war not swept her aside. At 5’6 she was slender, well built, young but her eyes sported an almost perverse darkness, something older than their recent exile in the underbelly of hell. I found out later why that was. “They’re all engineers” she explained, her back already turned to get a better grip on the box of Imperial ammunition, “you cut the only two gunmen in the bunch.”&lt;br /&gt;
&lt;br /&gt;
I looked around our newest conquest, examining each of the mutilated corpses. As she said, many of them bore the utilitarian Imperial engineers uniform, often with a small SMG or nano-dispencer shattered beside them. Our ambush had claimed at least 15 engineers in a group only 17 strong and with light armored escort. I was again met with a familiar unnerving feeling of impending doom, the recipient of some sort of wrath from God. There were a dozen more pregnable assault points to the south and yet brandy forced her way through here?&lt;br /&gt;
&lt;br /&gt;
I shouldered my long rifle and climbed down the jagged slope to our jeep, or what was left of it after nearly a week of fighting, and to its battered transmitter. “Encode priority two message to Command…” I knew brandy had more in mind for our jagged prison than a mere breakout point; engineers don’t travel in herds. As I look back I suppose I should have known what lay ahead, knew the path I would be forced to walk, known the horrors that lie in wait at the hands of devilish Imperial minions. Had blessed had been the sweet bliss of naiveness.&lt;br /&gt;
&lt;br /&gt;
== Chapter 5 ==&lt;br /&gt;
&lt;br /&gt;
“We hail these patriots as the future of this great land. For just as it was millennia past so shall our planet again be ruled by a single, global Empire of peace, where none have need nor bear the burden of sorrows. It is for this purpose we commission these new young men and women as officers in our grand Imperial Legions. We send them forth not as soldiers of war but as ambassadors of our civilized way of life to the rebellious barbarians in the Jekotian provinces. With strength and virtue our righteous forces will sweep away the…”&lt;br /&gt;
&lt;br /&gt;
Borodin began to block out the rhetoric emanating from the podium far to his front-left. It had been nearly forty-five minutes since he and his 300 fellow graduates had marched in columns onto the parade grounds on which they were to be officially welcomed as officers in the Imperial Legions. Surrounding the manicured fields thousands of adoring citizens, relatives, friends and politicians roared and cheered for their newest heroes and champions. Reaching at least fifty feet into the air on all sides the human filled bleachers looked more like screaming tidal waves of grays and blues than a celebratory crowd of onlookers.&lt;br /&gt;
&lt;br /&gt;
Borodin didn’t flinch nor would he for hours were he required to do so. Basic infantry training had instilled a killer instinct, a strength and skill ingrained by the best a global Empire could offer. This barley prepared him for the riggers of officer training which dragged on for an additional four months and opened his eyes to tactics, strategy, command, demolitions, economics, languages, culture society, anything and everything an Imperial officer might need to not only take a swath of land but to keep and administer it in the name of the Empire. So extensive was the non-military portion of officer training many rising youth opted for the Academy rather than post higher education.&lt;br /&gt;
&lt;br /&gt;
“How often have we extended our hands to our less fortunate neighbors? How long have we poured valuable resources into the wastelands of the Jekotian provinces in a desperate attempt to tame their savage ways? How many of their poor and sick have been fed and cured by Imperial generosity? Our mercy has bordered on the divine in nature but sadly, just as loving parents must discipline unruly children for their own good, so too must we smack the hands of this pubescent Northern Faction…”&lt;br /&gt;
&lt;br /&gt;
Within his mind Borodin snickered, Pubescent indeed, I’ve lost three friends this week alone Those enterprising youth vying for free education were finding their careless use of the military for schooling rather than as a vessel for serving the nation had become a thorn in their sides as war drug out with the resilient Northern forces. How many had been impaled on those jagged plains in the northern offensive? As the Southern Press had speculated the major push in the north had gained but a few hundred kilometers before slowing to a halt in the face of redundant defensive positions, impassible terrain and what appeared to be countless waves of Jekotian militia.&lt;br /&gt;
&lt;br /&gt;
This in and of itself was a good sign. Imperial forces had hit so hard and so fast the rebels had found it difficult to field properly trained regulars and were forced instead to arm willing citizens and sent them to the front. Now would be the time to break through near Koln pass, or, Borodin reasoned, begin an island hopping campaign from the south. He had learned only days earlier that most of the Imperial air forces had been roused from storage and would soon be available for deployment, augmented within months by fresh models from the resurrected defense industry.&lt;br /&gt;
&lt;br /&gt;
“You’re sons and daughters have gone now, for no longer are they your own but rather belong to each and every one of us. Each man our son, each woman our daughter. It falls to us to continue their education, to defend them from evil, to steer them in their growth, to feed them when they are hungry and to clothe them when they are cold. Our global family is united…”&lt;br /&gt;
&lt;br /&gt;
The words again faded in and out, Borodin had practiced “safe learning” since he was old enough to read, his father had seen to that. With a senator for a father Borodin himself had been smiled upon and blessed with the rank of Lt. Commander, no less than two squads under his command and a seat at his Commanders table for advisement; a necessary part of any military/political fast track. Sadly Borodin’s first commander was one of great fame, just not the good kind. Having once held the rank of High Commander, Commander Snyder had been demoted early in the war for loosing four entire provinces to the newly violent Jekotians, along with their garrisons, five commanders in all. It was this foothold that gave the Northern Faction the momentum it needed to retake most of the Jekotians former Empire before rapid response forces brought them to a standstill.&lt;br /&gt;
&lt;br /&gt;
Commander Snyder along with another four commanders under High Commander Samson were being deployed in the south to push back the Faction’s beachheads, perhaps in preparation for an island hopping campaign. Snyder, no doubt, hoped to regain some of his former prominence on the field of battle, out shining his peers and again advancing through the ranks. As one of his advisers, and perhaps the most skilled among them, it fell to Borodin to make that dream a reality.&lt;br /&gt;
&lt;br /&gt;
“And so” the spec on the podium announced, “we bow to these blessed officers of justice. How fortunate they are to be given the opportunity to serve in the fields rather than being relegated to the fields and factories like the rest of us.” A wave of light laughter. “My fellow officers,” He concluded, “Welcome to the family, I solute you!”&lt;br /&gt;
&lt;br /&gt;
Thunderous applause again filled the arena as the hundreds of new officers cheered and tossed their caps into the open sky above. Borodin remained still, allowing only a satisfied, confident smile to creep across his face. Lets get to work.&lt;br /&gt;
&lt;br /&gt;
== Chapter 6 ==&lt;br /&gt;
&lt;br /&gt;
“Damn-it!”&lt;br /&gt;
&lt;br /&gt;
The small data pad flew threw the air for but a moment before smashing into the cold steel of the office wall, its multicolored insides showering the house plant below with debris. The High Commander was displeased.&lt;br /&gt;
&lt;br /&gt;
“How long must I be haunted by these animals?” He raged on, waving his arms about and pacing around his rather large contemporary desk. “I refuse to believe that refugees from a forgotten era can stand before the most powerful military force this planet has ever known!”&lt;br /&gt;
&lt;br /&gt;
Commander Nichols stood a little straighter; tensing her muscles in response to her superior’s fury. She had learned only an hour prior about the Jekotian break through in the south, three cities falling like dominoes before the resurgent rebel hoards in the same amount of days. What remained of the garrison that had held the factionalists at bay had routed further south in hopes of meeting up with advanced elements of the mobile Brenodi airborne divisions sent to push the Jekotians into the sea. Sadly all they had encountered was Commander Snyder’s forces who found it better to skip around the enemy rather than engage them. In the far north the Brenodi forces remained stalled after advancing only a few dozen miles and in the center, near the Ancient Imperial Capitol, Brenodi forces had actually began to loose ground. It had not been a good week.&lt;br /&gt;
&lt;br /&gt;
“What the hell is Snyder doing anyway?” The older man roared, “His men are fighters not track stars!”&lt;br /&gt;
&lt;br /&gt;
Nichols swallowed hard before offering what she hoped would be consoling information. “His fellow Commanders” she offered with strength, “have established a defensive line to Snyder’s rear and readied a landing behind the Jekotian lines.” She paused. “The Northern Faction will be trapped” She concluded with pride.&lt;br /&gt;
&lt;br /&gt;
High Commander Marion glared at his naive subordinate, “In light of our adversary’s latest accomplishments” he said slowly from between gritted teeth, his lumbering frame leaning over his now disarrayed desk. “I would not be as hasty to declare victory.”&lt;br /&gt;
&lt;br /&gt;
“We have a larger problem High Commander.” Came a steely voice, its smooth, calculated patience sharply contrasting the rough exasperated rants of Marion. The smaller man had remained standing off to the side through out his comrades fit of anger, his mouth shut, his body ridged, save for a single coin he absently flipped over and over in one of his hands. Nichols couldn’t make out its year or value, not that it was particularly important at the moment.&lt;br /&gt;
&lt;br /&gt;
Marion let some of his frustration out in a long sigh before taking a seat behind his desk. He sat a moment, his eyes locked on some point amongst the pure white surface of his glossy desk. He seemed at once transformed from rage to listless uncomfortable defeat. Another moment passed in silence before he finally asked the question he obviously knew the answer to. “What might that be?”&lt;br /&gt;
&lt;br /&gt;
Nichols noticed her superior’s curt tone. She had seen the smaller man in his office before, normally before or after her commanding officer descended into a foul disposition. Although he bore no uniform she could tell the man had some amount of control over Marion, and further more the High Commander despised and loathed it.&lt;br /&gt;
&lt;br /&gt;
“The southern press” the man answered, leaning against the wall closest to him, “Has been feeding the populace what has really been happening in the conquered provinces during our…” He paused as if searching for the right term for the Imperial occupation, “‘stay’. Public opinion is beginning to shift and with our recent setbacks in the south and center, pressure may begin to build to come to peace with our foes.”&lt;br /&gt;
&lt;br /&gt;
Nichols noticed the man didn’t mention the stalled front in the North but thought it prudent to remain quiet in his presence.&lt;br /&gt;
&lt;br /&gt;
“I could divert divisions to clear the southern continent” Marion offered half heartedly, “It wouldn’t take long.”&lt;br /&gt;
&lt;br /&gt;
The man shook his head, the coin still rotating within his gloved hand, “That would…displease a number of my superiors. Such a move would be seen as naked aggression on our part not to mention the loss in trade revenue. No, no, an invasion would not do.”&lt;br /&gt;
&lt;br /&gt;
Marion shook his head and swiveled his chair about to face his “guest.” “That could be said about any action taken against the south” He retorted, “and we can’t jam their broadcasts.”&lt;br /&gt;
&lt;br /&gt;
The man smiled as if a child had just pointed out that the sky was blue. “If” he began, still looking at the worn coin in his hands, “we can not stop the news; we must change it so that it is favorable to us. We must make the people see these Jekotians as the subhuman devils they are. We must…distract them while giving the media something we don’t mind them reporting on.”&lt;br /&gt;
&lt;br /&gt;
Nichols saw a genuinely puzzled look spread across Marion’s face. A military man of much renown, Marion could maneuver divisions like a master strategiest but he was anything but a politician nor a political expert. Clearly the man had lost him. “What did you have in mind?”&lt;br /&gt;
&lt;br /&gt;
The man stilled the coin and looked up at his host, the genuine smile broadening across his darkened face. “I’m going to need one of your prisoners…”&lt;br /&gt;
&lt;br /&gt;
== Chapter 7 ==&lt;br /&gt;
&lt;br /&gt;
“I still think we should have gotten the yellow one”&lt;br /&gt;
&lt;br /&gt;
“Nonsense” The woman replied stroking the purring animal clutched tightly within her loving arms. “The black and white one needed us, can’t you tell?”&lt;br /&gt;
&lt;br /&gt;
The young man leaned low to gaze into the cats dancing blue eyes and puffy face. He would be a long haired cat, the store owner had explained, like the big Persians in the movies. Martin had tried to point out that Persian cats weren’t black and white but Sarah wouldn’t have it. It was her cat any way. What did he know? He was just her fiancé.&lt;br /&gt;
&lt;br /&gt;
“Well he does look kinda under fed”&lt;br /&gt;
&lt;br /&gt;
Sarah leaned around to smack the small man to her side. They had known one another all their lives, went to high school and collage together, even shared the same office. All their friends said it was only a matter of time until something “Clicked”. Now that it had she could think of nothing she was more thankful for. The wedding couldn’t come soon enough.&lt;br /&gt;
&lt;br /&gt;
“Oh common” Martin squeaked out between fits of laughter, his arms failing about in a mock attempt to block her. “I was only kidding.”&lt;br /&gt;
&lt;br /&gt;
Battling back and forth the two young lovers playfully exchanged slaps and smiles, their lively eyes expressing every bit of the love they shared. The woes of the world hadn’t reached them here, hadn’t so much as touched the city of Pandria. Sure, they watched the news about the war but they were far from the lines and besides, what did it matter? They had each other, they had a future and now they had a cat. All was well and right with the world. At least, that’s what their last living thoughts told them.&lt;br /&gt;
&lt;br /&gt;
The explosion shattered windows in a 6-block radius and could be heard 5 miles out, the insanely powerful force of war tearing a wide swatch through the peaceful downtown streets. In a flash the bus was gone followed promptly by 2 near by brick structures, which, constructed nearly half a century earlier, could not withstand the fiery blast.&lt;br /&gt;
&lt;br /&gt;
It was probably overkill the policemen thought as he poked his head over a pre-selected hiding place. A device 10 times as small would have destroyed the bus, killing all aboard. But that, of course, wouldn’t create the desired effect, incite the cries and outrage that had been requested. Besides, Jekotians weren’t subtle in their work and if the investigators, indeed the populace where to believe this had been a hate crime certain measures had to be taken.&lt;br /&gt;
&lt;br /&gt;
The evidence of Northern Faction involvement would be unmistakable to say the least; the body of a Factional soldier caught in the blast, Jekotian propaganda and even additional bombs at tourist locations. He had been preparing the spot for almost a week, observing the traffic, measuring the distances, calculating the effects. Still, Michel sighed.&lt;br /&gt;
&lt;br /&gt;
It would all be very neat and proper, more than enough evidence, enough material to convict and enrage the populace as a whole. That wasn’t it. It was them. Dozens of innocent civilians carelessly going about their lives in peaceful bliss had just been snubbed out, torn from the land of the living and plunged into a world which they could do nothing about.&lt;br /&gt;
&lt;br /&gt;
The ends justify the means.&lt;br /&gt;
&lt;br /&gt;
He had heard it a million times over, it was the only way they could explain all that was done, all that was inflicted in the name of peace. Yet somehow, as flames devoured storefronts and illuminated the brisk, clear night air, they seamed hollow, cynical and cold.&lt;br /&gt;
&lt;br /&gt;
Was it really worth it? Michel thought as he emerged from behind the conceit pillar and straitened his freshly pressed policeman’s uniform. These people had nothing to do with anything…now they&#039;re gone…&lt;br /&gt;
&lt;br /&gt;
Sirens intruded on his thoughts, interrupting his journey towards his nearby squad car. The attack had, thanks to efforts by Northern double agents over the past few weeks, been an expected one, pointing towards millions of resurgent Jekotian citizens as the root of all evil. The plan had worked…flawlessly.&lt;br /&gt;
&lt;br /&gt;
“It’s not over yet” His words where heavy and laced with sorrow. The destruction of the historic city block had not been his first nor the dozens killed. 6 years in the service made sure death was a traveling partner and pain was a friend. It was just that lately he had begun to question the sanity of it all…whether or not it was really worth it.&lt;br /&gt;
&lt;br /&gt;
Michel shook his head, rubbed his dirtied face- he had to look, after all, like he’d been near an explosion- and began waving at the first fire engine barreling down the road. He had a long night ahead of him.&lt;br /&gt;
&lt;br /&gt;
== Chapter 8 ==&lt;br /&gt;
&lt;br /&gt;
Thick clouds of smoke and ash seemed to rain down bits of earth, steel and flesh as fire leaps up from fresh craters scattered around the battered defensive line. What had begun as a sunny, cloudless day had been quickly enveloped within an ever expanding fog of war and death. Tattered remains of the once peaceful meadow now blanketed smoldering craters, flaming chunks of steel and concrete barriers, even the dead lie secure within layers of rich dark soil and root entangled grass. The air itself seemed to buzz and spit rays of angry lead in every direction as the Northern Faction columns inched their way forward, bobbing in and out of artillery formed hills and craters. Sound had little meaning within this man made manifestation of hell. Men deprived of limbs screaming for aid, steel bursting from fires within, concrete crumbling against countless impacts from projectiles of every sort, hell surly could not compile a more deafening, more hectic nor terrible commotion.&lt;br /&gt;
&lt;br /&gt;
Borodin sat crouched behind a steel girder, his gloved hands keeping a helmet firmly atop his head, the strap having been lost hours earlier amidst hand to hand combat. Despite the myriad of sounds competing for the Lt. Commander’s attention he heard only the steady rhythmic thump of his heart, the slow rush of air into his lungs, the measured flow of the same out into the dusty air a moment later. Behind closed eyes images of a home 3,000 miles away filled the darkness, lost friends and distant family inhabiting each comforting vista. Beyond the large houses of the upper class suburbs dwelt a darker but ever present awareness of the young man’s situation and environment. An entire squad securing the left flank had been annihilated and in turn allowed the current flood of Jekotian assailants within firing range. A last minute regrouping had proved futile and Borodin now found himself on the verge of being overrun.&lt;br /&gt;
&lt;br /&gt;
His first assignment had been less than ideal. Commander Pewter’s unit, in which Borodin had the misfortune of serving, had been deployed immediately as a stop gap to the expanding Factional forces in the south while a more developed Imperial force was readied. Expected to be little more than a speed bump for the charging Northern forces, Pewter’s men had been clamored together and inserted via airdrop without heavy armor support. Not wishing to become one of the “honored dead,” Pewter attempted to lead his assailants on a chase into the more easily defendable valleys but soon found them unwilling to play games. Eventually a lack of time and space had driven the small detachment to plant itself between the deploying Imperial forces and their would be assassins. That had been two weeks ago.&lt;br /&gt;
&lt;br /&gt;
The dark reality that existed beyond the safe confines of home startled Borodin with its sudden stillness. Rather than being showered with pieces of his disintegrating shelter the young officer opened his eyes to find that, although the roar of war still raged else ware, the constant hail of machine gun fire had ceased. Borodin knew what came next.&lt;br /&gt;
&lt;br /&gt;
“Shit” He muttered as he leaps across the cluttered pillbox in an effort to find a radio. “Report!” He bellowed to no one in particular as he shuffled debris around hoping to unearth his desired treasure. The replies were weak, but prompt.&lt;br /&gt;
&lt;br /&gt;
“Twelve dead,” the newly promoted Sergeant explained while searching through the rubble for treasure of his own. “16 wounded five serious.”&lt;br /&gt;
&lt;br /&gt;
“4rth Legion” Borodin said having found the battered long range radio and seeming to ignore the information he had a moment ago requested. “This is firebase echo. We are being over run, repeat, over-&amp;quot; his words trailed off as bullets sprang from the sergeant’s gun on their way into an approaching Northern Faction soldier. His act of defiance was met by a withering volley from beyond the confines of the pot marked bunker. “Request immediate redirect of artillery,” Borodin continued as his shelter once again began to come apart around him. “Priority 2. My coordinates. Fire for effect!”&lt;br /&gt;
&lt;br /&gt;
A pause. “Lt. Commander” a static bathed voice finally responded, “please confirm, fire on your location?” But Borodin had since discarded the small box, its usefulness in his current situation at an end. Finding a Imperial assault rifle more suitable to the task at hand Borodin unleashed a few rounds into a foreign face that had appeared in the forward view port. The faces look of shock and terror erupted into a shower of blood and bone just before falling out of sight. Borodin, however, had already turned his attention to a similar face, this time connected to a uniformed body, that had rounded the corner and now rushed through the door way, its own weapon spitting fire as it came. Finding his weapon empty after another two rounds the young officer leapt at the man, swinging the composite stock of his rifle in a wide arch to gain speed and force. Caught unaware, he had obviously been concentrating on something else in the room, the soldier received both shots followed by the blunt club, the latter buckling his knees and sending his towering frame to the floor.&lt;br /&gt;
&lt;br /&gt;
In a sadly familiar fashion the earth began to tremble under the impact of dozens of steel projectiles each flung from nearly two miles away. Realizing his order had been executed, Borodin dove into an unoccupied corner, his now free hands pulling his latest victim atop him for added cover. All around the tiny fortification explosions assaulted anything unlucky enough to be nearby. Brilliant plumes of fire and earth erupted from formerly sound earth, the force from which vaporizing or dismembering man and machine. Amidst this latest onslaught of death from above Borodin noticed a warm sensation beginning on his chest and gently running down his side. Chancing a glimpse he realized he was saturated with blood and, more importantly, it wasn’t his. With mild embarrassment the officer discovered that in the confusion he had neglected to ensure his human shield was, in fact, dead. Slowly he released the leather chest plate that held the man in place and grasped instead the unshaven, long haired head that hung loosely just above it. Now more attentive Borodin noticed a slow, raspy breath entering and exiting a mouth soupy with blood and spit. For a moment he reflected on how similar this man’s breathing was in relation to his own and wondered if he too was chasing images of his home, his family and friends. Setting this aside Borodin jerked his arms in opposite directions, fracturing the older man’s vertebrae and severing the spinal cord causing instant death. Content with the now still figure he once again positioned the fleshy shield in such a way as to protect the most vital parts of his body.&lt;br /&gt;
&lt;br /&gt;
The grown of shattered steel amidst explosions of fire and death lasted for another 30 seconds before finally ending in silence, or as close as was possible upon a battlefield. Tossing the still warm body from his side, Borodin quickly gathered his gear and reloaded his weapon. “All squads, rendezvous 100 yards east of bunker 611B. Jeremy, Pop the weasel” Leaning down to collect the longer range radio he had discarded earlier he heard his own words coming across an active com unit to his rear. Turning in confusion, Imperial squad communicators relayed information via ear piece, he found the newly promoted Sergeant slumped against the far wall; his midsection severed allowing any number of fleshy bits to spill forth. Taking a moment to return the earpiece to its former owner’s ear, Borodin gently brushed his hand over his comrade’s empty eyes, bringing the eyelids to a close. “Victory and Glory, my friend” He whispered, reciting a portion of the Imperial Legionary’s creed, “Victory and Glory…”&lt;br /&gt;
&lt;br /&gt;
Outside the Lt. Commander met with his subordinates, each in varied states of disrepair, and proceeded to quickly, yet cautiously, weave their way in and out of the smoldering craters on their way to the rendezvous. Nearly a minute passed before, with relief, the small party found a much larger crater rung by steel beams bent wildly in all directions, the result of an Imperial bunker who had too long enjoyed the company of a Northern Faction 2000 pound aerial bomb.&lt;br /&gt;
&lt;br /&gt;
The rebels have their aircraft in play Borodin thought with disdain as a single Brenodi soldier hurried to catch up with his comrades, Where the hell are our fighters?&lt;br /&gt;
&lt;br /&gt;
Not willing to dwell on matters that he could do nothing about the Lt. Commander instead set up his remaining men in a defensive circle, arranged proper distribution of ammunition and connected those who needed immediate medical attention with those who were able to give it. His artillery call had forced the Jekotians to withdraw for the moment but the gain was temporary and had cost his men dearly. Out of the 27 soldiers across three squads only these battered eleven remained. Ten if you didn’t count-&lt;br /&gt;
&lt;br /&gt;
“That’s a bit of a jog”&lt;br /&gt;
&lt;br /&gt;
Borodin addressed the man who had just spilled over the edge of the crater with out looking up, his hands, and attention, directed to what would have to pass as a bandage being placed on a badly wounded Corporal. “Did you have any problems?”&lt;br /&gt;
&lt;br /&gt;
The man shook his head as he discarded his mangled helmet in favor of a mangled canteen. “No Sir, the detpacks had been placed in position hours ago.” The man paused to draw a few gulps of stale water before continuing. “I only had to rig the sequence and key in the right frequencies.”&lt;br /&gt;
&lt;br /&gt;
Content with the reduced flow of blood seeping from his patients wound, Borodin nodded in appreciation to the man and exchanged the now empty med kit, all of his engineers had long since died in the line of duty, for a long range field radio. “Thank you Jeremy,” He offered as he dialed in the desired frequency, “I believe the boys have cleared a place for your mortar near the back.”&lt;br /&gt;
&lt;br /&gt;
An unspoken demand for silence suddenly befell the unfortunate band of brothers as figures appeared once more near the now abandoned pill boxes. Slowly the figures bobbed in and out of the numerous craters that radiated out from battered concrete epicenters, their shapes denoted by an occasional shaft of light emanating from what appeared to be a weapon. The reflection from the rifle’s scope faded from view as the soldiers slid to a halt, their entire bodies becoming opaque revealing what lied beyond them.&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
Borodin knew it wouldn’t be long. “4rth Legion” He whispered leaning over the small box, “Fire base Echo. I need priority 5 artillery on pre-“&lt;br /&gt;
&lt;br /&gt;
“Borodin?” A voice from within the box asked, interrupting the Lt. Commander. “I’m glad to hear your not-“&lt;br /&gt;
&lt;br /&gt;
“Shut the hell up and listen” He spat in response, adrenalin, hunger, fatigue and a bit of fear squeezing emotion form his words. “I need priority 5 artillery on previously established coordinates. On my mark only. Fire for effect.”&lt;br /&gt;
&lt;br /&gt;
A pause. “Confirmed, battery awaiting your command”&lt;br /&gt;
&lt;br /&gt;
The young officer lowered the receiver as he peered over the makeshift fortification. He knew the voice within the box belonged to a friend of his from the Academy who lacked Borodin’s political connections and thus held a lower rank. The man was, nevertheless, a skilled and accomplished soldier and even surpassed Borodin in hand to hand combat and weaponry. He would have to make a point to smooth things out after this was over.&lt;br /&gt;
&lt;br /&gt;
A few dozen yards behind the now still, and thus invisible, scouts dozens of other figures began to emerge, again disappearing momentarily within tiny canyons of dirt before reemerging a few yards closer. Unlike their processors, these figures boasted varied shapes and sizes with weapons ranging from the nearly indistinguishable to the large and unruly.&lt;br /&gt;
&lt;br /&gt;
The Lt. Commander remained motionless as he counted the two dozen or so soldiers approaching his former position, making a note of each class, its composition, their formations and apparent moral. How quickly did they move? Where they alert? Where they well fed and groomed? Anything could be a potential advantage in the days and weeks to come Borodin would take all he could get.&lt;br /&gt;
&lt;br /&gt;
“Standby” He whispered into the still present receiver. Silently he calculated the amount of time it would take for a shell to leave its home a mile or two to his rear, reach the apex of its trajectory and finally end its life as a new crater before his eyes. To this he added the current speed of his prey along with the response time of the artillery officers, the 4rth Legions being excellent even by Imperial standards.&lt;br /&gt;
&lt;br /&gt;
After what seemed an eternity of watching a hoard of enemy soldiers creep ever so cautiously into their impending doom, the group at last formed groups around two of the remaining bunkers, no doubt intending to utilize them in some coming offensive. Content with their position Borodin gave the order.&lt;br /&gt;
&lt;br /&gt;
Another moment passed as distant cannons ejected five rounds amidst plumes of scarlet flame. Hearing the whistle of incoming steel rain the Northern soldiers dove into their newly acquired shelters, each no doubt greatly relived to have been in such close proximity to sturdy places of refuge within an otherwise open, and thus artillery friendly, field. Half a heart beat passed before the whistle of falling shells exploded into thunderous reports of Imperial accuracy and power. Although far fewer in number than the barrage that had rescued Borodin’s men earlier, these shells none the less evicted large portions of earth, flinging them high in the air before gravity once again pulled them down.&lt;br /&gt;
&lt;br /&gt;
As the dust and dirt began to settle one could see that only two of the shells targets now lay dead or dying in the new craters, the others having darted fortuitously into the nearby fortifications. Borodin smiled as he removed the transmitter from his pocket, pleased to see his plan playing out in reality as it had so well in his mind. In the time it took to depress an electronic trigger a series of high yield demolitions packs, placed strategically within each remaining bunker, unleashed their destructive power in unison. Twenty-two soldiers of the former Jekotian Empire vaporized within a flash of blinding light and searing flame.&lt;br /&gt;
&lt;br /&gt;
Borodin took a deep breath, letting the vibrations from the deafening roar shake loose some of the stiffness sleep deprivation had inflicted upon him. Replacements for his battered men would soon arrive from 4th Legion along with engineers to repair the barely standing pillboxes that would once again be his home. Letting the breath out in a weary sigh Borodin turned to his relived but equally exhausted men. “Alright fellas, back into the bunkers…”&lt;br /&gt;
&lt;br /&gt;
== Chapter 9 ==&lt;br /&gt;
&lt;br /&gt;
Softly the gentle sways and dips of classical notes hundreds of years old filled and caressed the eloquent meeting hall; the hushed muffle of men and women heading for their seats drowning beneath each wordless rhythm and beat. Scoplin would have been proud, would have beamed to see his piece played in such a manner and in such a setting so long after its conception and even his death. Greatness, however, was timeless as the music and its newest setting proved.&lt;br /&gt;
&lt;br /&gt;
The immense walls that now refracted the priceless sonnet where nowhere near as old but where, debatably, just as great. Composed mainly of imported marble, priceless metals, woods and tapestries the meeting hall rose up and around in the kind of unrestrained splendor not gazed upon since the Global Emperors, yet even they would have had to stop and gasp at the beauty and power the place emanated.&lt;br /&gt;
&lt;br /&gt;
Stretching out for several hundred yards the Imperial Senate meeting hall boasted dozens of marble columns topped with etched gold and carved fittings. Hand woven fabrics depicting scenes from through out the history of the Brenodi people hung from ceiling to white marble floor; their length reaching 50 feet or more in many places. Overhead, dangling beneath paintings of stars and the heavens large enough to cover a football field, circular chandeliers, 20 feet in diameter, bathed all below in a soft, soothing, golden light. On the floor- also decorated with etched stone- rare mahogany, cherry and Oak formed the required 600 chairs, benches, tables and desks that enabled 500 men and women to form laws, debate issues and forge the path an entire planet would take.&lt;br /&gt;
&lt;br /&gt;
Every inch was designed to breed elegance, illustrate power and instill incredible awe. A task which the architects had completed flawlessly.&lt;br /&gt;
&lt;br /&gt;
“Good evening Sir”&lt;br /&gt;
&lt;br /&gt;
The tall, gray haired senator laughed and shook his counterparts worn hand. His mouth stretched into a wide, genuine smile, revealing dozens of pristine white teeth made smooth by decades of use. Broad shoulders supported well-built, yet loose arms which matched perfectly the remainder of the former soldier’s stocky frame. His eyes struck out with a piercing blue/gray stare that seamed to defuse tense situations and instill trust and loyalty. If the entire culture and history of the Brenodi peoples could be rolled and embodied into a single man it would be the retried Master Sergeant Terin A. Burrows.&lt;br /&gt;
&lt;br /&gt;
“Call me Terin,” The Senator demanded light heartily, “All my friends do.”&lt;br /&gt;
&lt;br /&gt;
“And who would those be?”&lt;br /&gt;
&lt;br /&gt;
Letting out a hearty chuckle the old veteran firmly grasped the newcomer’s hand. “You have a point John, but you know me, never willing to let the new guys float around unattended.”&lt;br /&gt;
&lt;br /&gt;
John Higgins returned the friendly smile and laugh; “More like you want them on your side…”&lt;br /&gt;
&lt;br /&gt;
Terin nodded, “Got me again, you know me all to well.”&lt;br /&gt;
&lt;br /&gt;
The youngest of the trio simply looked on in amazement, staring with confusion and bewilderment. At a baby-like 28, Montgomery Wilkins was the newest of the massive congressional delegation chosen to lead the sprawling Empire. He had missed prior sessions due to an illness and was finding his first experience with fellow lawmakers overwhelming to say the least.&lt;br /&gt;
&lt;br /&gt;
“Just remember to watch out for this guy,” John went on, continuing the muse, “He’ll rob you blind-“&lt;br /&gt;
&lt;br /&gt;
“Oh John,” Terin interrupted, seeing the young man’s uncertain face. “Your gonna scare the poor boy to death. This is his first day.”&lt;br /&gt;
&lt;br /&gt;
Senator Higgins burst once more into friendly laughs, “All the more reason to warn him,” he said walking off, “All the more reason…”&lt;br /&gt;
&lt;br /&gt;
Terin shook his head and turned once more to his confused colleague. “Don’t mind us; we’re old, sour goats with nothing better to do than torture squirts like you.”&lt;br /&gt;
&lt;br /&gt;
Montgomery stumbled forward as his elder slapped him hard on the shoulder, “Common Monty, we have laws to make.”&lt;br /&gt;
&lt;br /&gt;
Together the two men wandered through out the gargantuan meeting place, shaking hands and making friends (Or at least the political equivalent). After residing on the Imperial senate for nearly three decades, Terin Burrows had made many friends and few enemies and decided to introduce them all to his newest acquaintance. Hours passed by filled with big smiles and bad jokes, the joyful soldier reveling in his self assumed task of breaking in the new recruits. Finally, as all good things do, the foray ended and the mass of people took their respective seats; junior members towards the back, veterans at the front. It might not have been the most sensible arrangement but it worked.&lt;br /&gt;
&lt;br /&gt;
Slowly silence fell over the cavernous main chamber as the first of a string of speakers made his way to the lavishly adorned podium, a small package of notes in hand. Reaching his sought after position the older man stretched his arms and arranged the pad before him. For effect another moment of wordless quiet passed before Terin began.&lt;br /&gt;
&lt;br /&gt;
“Good morning gentlemen and ladies,” Burrows said, confidence in his voice, command projecting his presence. “At least, I think its still morning,”&lt;br /&gt;
&lt;br /&gt;
Thunderous roars of political laughing filled the room. It wasn’t that the words where really that amusing, on the contrary it was the kind of joke used so often by their kind as to elect a kind of despair. It was, instead, the man who spoke them. Few disliked such a generous, hearty soul. In fact he was among the most liked, influential members the Brenodi had to offer.&lt;br /&gt;
&lt;br /&gt;
“My topic today however,” He went on as the noise died down, “is of a much more serious nature.” Silence once again gripped the chamber, only the tiny ruffles of papers or occasional cough attempted to release its steely grip. They knew the subject on which he was to speak. “As many of you know attacks have been launched against residential districts of peace loving Brenodi cities by elements of the rebellious Jekotian rabble.”&lt;br /&gt;
&lt;br /&gt;
A pause. The string of bombings over the past couple weeks seemed uncharacteristic of the Northern Faction but aside from rumors passed by former colleges still in the service he had nothing to go on and with the public growing more fearful speculation simply wasn’t enough. Granted, due to his popularity, Terin was hard to remove but it could be done. He hadn’t gotten this far by acting stupid.&lt;br /&gt;
&lt;br /&gt;
“These terrorist acts,” He went on, “threaten to, if they go on unchecked, unravel every thread of progress made over the past 40 years. These unhappy few are not true to the honored foes I my self fought in the last ‘Great War.’ They are pathetic examples of a disillusioned group of dissenters determined to pervert our goals for peace and civilization in the lands of our former enemies. We are at war not only to put down an illegal uprising but for the sake of our children and theirs. Just as the Global Empire before us subjugated uncivilized tribes for their own good, so too must we in our benevolence—“&lt;br /&gt;
&lt;br /&gt;
A fiery shot of lead tore through the speaker’s shoulder a split second ahead of its thunderous report. Immediately a misty shower of blood and bone plastered the leader of the assembly sitting just to the rear, the sharp fragments tearing holes in his flesh. Twisting around from the impact, Terin fell to the floor, his nearly severed arm bending back into a shattered mess on his blood soaked back.&lt;br /&gt;
&lt;br /&gt;
In the blink of an eye the formally quiet hall erupted into blind panic. Screams and shouts filled the air and drowned out any call for sanity and reason. Nearly 1000 feet and hands quickly toppled desks and chairs, covering the floor and impairing frightened senators hastily trying to escape a terror unknown. The scene was, in every sense of the word, complete and total chaos.&lt;br /&gt;
&lt;br /&gt;
Michel smiled and closed the lens cap of his steaming rifle. From his vantage point high in the cathedral like ceiling he could see it all, the tears, the shouts, the terrified faces searching for the source of this newest disaster. It wouldn’t take them long-- he noted, his smile growing larger—to discover the Northern Faction soldier to his right, incriminating rifle in hand.&lt;br /&gt;
&lt;br /&gt;
The resulting story would be played out over the nightly news. Rebel marksmen tries to assassinate popular senator. Commits suicide after shot fails to carry out its lethal intent.&lt;br /&gt;
&lt;br /&gt;
Taking a final look at the fear he had induced, Michel set the weapon in the body’s lifeless hand and crawled out of the long vent which had held him. A moment later he had secured the duct and began to straiten his pressed Imperial Guard uniform. He would, as an Imperial pilot, have quite a night ahead of him; what with the senators scrambling for a safe harbor.&lt;br /&gt;
&lt;br /&gt;
Michel smirked, how little they all know.&lt;br /&gt;
&lt;br /&gt;
== Chapter 10 ==&lt;br /&gt;
&lt;br /&gt;
The fiery talons of my rage consumed the helpless figure before them. Quivering under the weight of such raw emotion I flung aside my hefty rifle, now seeming too simple, to cowardly for the deed I knew had to be done. Crossing the space between us within two steps I leapt upon the thing that called its self a man, my hands providing a conduit through which my unrestrained blood lust could flow into his broken and battered body. Blow after blow I raised my arms and fists to mount renewed attacks, each more vicious than those before. All I could see was her face, her smiling, jubilant face, the sparkle she got in her eye when I made her laugh, the joyful smile that seemed to give life to all those near by. My fists slammed down again and again and again, the dull thud of padded flesh soon giving way to a wet mesh of blood and fabric, still I continued on. Her skin was softer than the finest Bourbon silk and bore the same chocolate milky hue that had always begged to be touched on her mother. A muffled squish soon began to accompany each impact with tiny geysers of blood and fleshy debris launching out from the gruesome craters forming within the man. I soon realized my open mouth was producing a wail of anger and pain broken only by the need to take in air and expel unholy mixtures of spit, snot and formally airborne blood flying up from below. Again and again and again my fists flew down, now themselves sliced and bleeding from too many times striking metal and now exposed bone. In tortured unison the muscles within my arm proclaimed their fatigue with waves of pain that radiated through my back and up my spine but I didn’t care, the pain was immaterial, almost nonexistent, a problem for someone else, for him, for her. She used to love the grass. The sea of deep green blades reaching out to the life giving heavens fascinated her and she would run barefoot for hours, laughing and giggling without a care in the world. She would always prance about, lifting her foot and placing it in a new, undisturbed patch of grass before cackling with joy over the sensation. It was just soup now, my fists found only garbled soup beneath them, mangled flesh that failed to satisfy their master’s fury. I began grabbing and tearing at the remains, what had been a man had surly died by then, wishing to eradicate them from existence, as if somehow this man had been responsible and his dismissal would make the world right itself. Yet my arms began to give out, over come by fatigue, exhaustion, poor sleep, no food, I don’t know and at the time I didn’t care. I just knew I would need to augment my failing strength if the task was to be completed.&lt;br /&gt;
&lt;br /&gt;
Wiping away bits of flesh and bone that had caked around my belt whilst my fists still bore strength I grabbed my knife. Oh how I longed for the hatchet of a scout but it had been months since I was anywhere near an armory and had only a simple field knife. I knew it would suffice. The jagged fountains of flesh and blood erupted once more as I repeatedly lashed the serrated steel up and down in a hacking motion that made more of a mess than it did further my goal. Had I retained my goggles perhaps my eyes would have remained clear of the muck that hindered them but my rage had discarded them sometime ago. One could not look on death through the protection of plastic and Kevlar. It had to be seen, it had to be felt, it had to be consumed and bathed in. How we were all fools, moving in and out dispensing life and death at the end of idiotic machines, fighting for men we didn’t know, dieing for an idea we had only heard about, sacrificing more than life, more than death. My blade went down once more but struck something and refused to return with my slippery hands. Breathing out chunks of what tasted like liquid iron I reached down to see what evil conspired to halt my mission. I remember laughing as my numb fingers wrapped around his backbone. It felt just like a Coronado Beast, like the ones I used to hunt, Maria loved the way I prepared them, so did little Karolina, she used to. My sick laughter began to fade into uncontrolled sobs as I attempted to dislodge the spinal column from the lower torso atop which I straddled. I pulled and pulled but it wouldn’t move; only swaying side to side jostling out the remnants of what had been in the ribcage above. “Let go you son ova BITCH!” but the slimy bones refused and even lashed out with anger of their own, slicing my rough chaliced hands with their fractured edges. “Damn you!” I remember crying, beginning to succumb to complete exhaustion, “Damn you you filthy mother f***in-sonova-bitc-!” My words began to melt together with the world around me. I was wet, from above it seemed, the rain had come but I couldn’t feel it. My head slowly dropped along with my shoulders and back. In one motion I lost all strength and fell to the side, landing with a sad splash in a watery puddle of remains. I rolled over to stare at the wispy grays of the weeping heavens. I could feel my heart turning to stone, cracking and exploding only to turn again to stone, over and over, the pain growing with each repetition.&lt;br /&gt;
&lt;br /&gt;
They killed her. It didn’t matter that it wasn’t this man, or this company or even in this area. It didn’t matter that it happened a month ago or that in the brutalities of war such things happened. No, they killed her, they killed her, They…&lt;br /&gt;
&lt;br /&gt;
My men said nothing. We had been in that hell for over two months, evading, moving, probing, making our way deeper and deeper into Imperial occupied land to find out what was going on, why they had stopped, why here, why now? Each discovery reported demanded more of us; each door opened revealing three more. The string of engineers, the drilling equipment, the heavy air traffic, the bulldozers, the explosions and now they find themselves trading blows with the Brenodi Sixth Infantry Division, the Senate’s very own elite guard. It was their radio equipment that let us send out reports this deep behind the lines. It was their equipment that let us get news from home, that let me get news from home.&lt;br /&gt;
&lt;br /&gt;
I coughed as the rain water began to impair my breathing. Instantly I regretted my life saving action as death must surly be a sweet relief from the tortured hell of this life. Amidst swirls of red and gray a dark figure entered my view. I blinked a few times vainly attempting to focus my drenched eyes but could only make out a vague shape of a head, of a face. I shook my head. “She’s gone” was all I could get out but the figure said nothing, only remained posed over my pathetic frame. As I look back on it I know the sight of me, their Sergeant, in such dire straights could not have encouraged my men, must have filled them with fear and robbed them of hope. But, a finer group of men and women I have never before nor since met, and if they looked down on me for my actions, they never spoke of it.&lt;br /&gt;
&lt;br /&gt;
The dark, helmetless head came a bit closer, nearly to the point of focus, before his attached hand found mine. I was still shaking, from the cold or the sorrow I can not say, but the rain had failed to remove all traces of my deed and blood still covered much of my body. Slowly he pried open my sliced hand and dropped something small, metallic and cold within before closing my fingers once more. “They killed her” I managed again as the face rose a bit.&lt;br /&gt;
&lt;br /&gt;
“I know” he said after another few moments, “They killed her…”&lt;br /&gt;
&lt;br /&gt;
Blinking away some of the fog that had enveloped my mind I brought my aching hand towards my head before lifting it up to see what had been deposited there. Slowly my fingers opened to reveal the silver insignia of the famed Brenodi Sixth Infantry Division, its polished shine diminished by its former owner’s blood and gore.&lt;br /&gt;
&lt;br /&gt;
“They… I whispered, my eyes examining every inch of the dirty metal.&lt;br /&gt;
&lt;br /&gt;
The head nodded in agreement, “Lets make them feel our pain sarge. Let’s make them see what they’ve done.”&lt;br /&gt;
&lt;br /&gt;
Another moment passed as his words sank in before my hand closed tightly around my new prize. I sat up with renewed strength, from where it came I can not say, and padded the soldier on his leg in thanks. I looked then to my battered brethren who had been through so much and received so little. They deserved more. “We have work to do.”&lt;br /&gt;
&lt;br /&gt;
== Chapter 11 ==&lt;br /&gt;
&lt;br /&gt;
“That’s crazy”&lt;br /&gt;
&lt;br /&gt;
“What? How?”&lt;br /&gt;
&lt;br /&gt;
“He wouldn’t even stand a chance, no comparison what so ever.”&lt;br /&gt;
&lt;br /&gt;
“You’re mad! He would be more than enough; his speed alone would bring victory.”&lt;br /&gt;
&lt;br /&gt;
“How can he use his speed if time is frozen?”&lt;br /&gt;
&lt;br /&gt;
“Because” Samuel interjected as he strode into the room, his arms filled with data pads and charts, “Hikarta’s speed is so great that he moves faster than time.”&lt;br /&gt;
&lt;br /&gt;
The pair of engineers sat for a moment pondering their comrade’s point. Although graduates of prestigious science and technology centers for higher education the men often squabbled about the superiority of one fictional character, technology or event over another. Great Lizards verses Mammoth Birds, one alien against another or, as today, a couple of super heroes at odds. The arguments rarely concluded with either side admitting defeat and could drag on for hours if not properly interrupted as Samuel had done.&lt;br /&gt;
&lt;br /&gt;
“I think we can begin” he said a moment later, not wishing the conversation to start anew.&lt;br /&gt;
&lt;br /&gt;
The large, plain table grumbled with a half dozen of the most intelligent men and women in the Empire, each excelling in a different field of study. Together these men and women had pioneered countless breakthroughs in many different areas and with war again on the agenda, weapons designs. Samuel had been granted temporary leave to propose an idea he had been mulling over that required this particular group’s skill set to bring to life. It was as much his political connections as his above average intelligence that had convinced the administrator of the Theoretical Physics Department to allow even this limited presentation.&lt;br /&gt;
&lt;br /&gt;
“How’s your brother?” Asked one of the taller members as Samuel found resting places for his charts and pads. “I hear he’s won some medals or something”&lt;br /&gt;
&lt;br /&gt;
Samuel ignored the apparent disregard for his desire to begin the unnerving chance of a life time that he would soon find himself in the midst of in order speak for a moment of his beloved older brother. Few topics interested him more. “I received a letter from him a couple days ago.” He replied with pride, “The rebels have been cut off from the sea and are surrounded.” A pause, “shouldn’t be long before he can come home on leave.”&lt;br /&gt;
&lt;br /&gt;
“Actually” spoke up one of the female members, “I hear they are being supplied by air from the east and that the pocket is expanding to the south.”&lt;br /&gt;
&lt;br /&gt;
Samuel frowned as murmurs from the table began to rise. His brother had said as much in his letter but the Information Ministry predicted victory within the month. Borodin, while a great man, was still just a Lt. Commander and didn’t have access to all the information of the Ministry that published the news. Surly the power and might of a just Empire would shortly triumph over a band of soulless rebels.&lt;br /&gt;
&lt;br /&gt;
“Id be happy to answer any questions you may have about Borodin after my presentation” Samuel interjected after another few moments of discussion. “But let us now turn to the matter at hand.”&lt;br /&gt;
&lt;br /&gt;
The table again quieted down amidst nods and the chirp of data pads. Samuel took a moment to look each in the eye, those who were not looking elsewhere in apparent boredom, took a deep breath, and began. “As you know this department has recently discovered a break through in theoretical physics-“&lt;br /&gt;
&lt;br /&gt;
“Hardly theoretical now, don’t you think?” Interrupted a fatter member of the team, chuckles following close behind.&lt;br /&gt;
&lt;br /&gt;
Samuel smiled half heartedly. This wasn’t going well. “Of course. You discovered a way to change the gravitational pull of atoms by bombarding them with Tesla waves. In this manor the perceived mass of an object can be altered in such a way as to manipulate the fabric of space/time.”&lt;br /&gt;
&lt;br /&gt;
The tall man, a physicist Samuel remembered, let out a disgusted sigh. “Yes thank you son, we’ve already developed a weapon from this, being deployed as we speak. What’s your point?”&lt;br /&gt;
&lt;br /&gt;
“I think,” he replied without intimidation, “that we can use this for something other than war.”&lt;br /&gt;
&lt;br /&gt;
The members became still, each now adopting a more interested, attentive posture. Loyal subjects of the Empire that they were each had volunteered to work on weapons of war but at heart they still longed for real science, discovery and development. War only served to destroy, they wanted to create.&lt;br /&gt;
&lt;br /&gt;
“What did you have in mind?”&lt;br /&gt;
&lt;br /&gt;
Samuel looked back and forth for a moment, surprised by his audience’s sudden interest in what he had to say. “Well,” he sputtered attempting to regain control, “we can travel in space.” A pause. “Far faster than the speed of light.”&lt;br /&gt;
&lt;br /&gt;
Several of the members suppressed the urge to laugh at the young, starry eyed dreamer who had obviously not given up on the fantasy of exploring the stars. With war a fact of life for much of recorded history there had been little official interest in the exploration of space. In fact the greatest advances in that field, a few satellites and a manned mission, had occurred in the decades since the Jekotian conquest. There was even debate about the value of such a program in the first place. What use are other planets and asteroids that take so long to travel to when this planet has all they need? Still, they intended to hear the boy out.&lt;br /&gt;
&lt;br /&gt;
“Go on” The tall one said, his own smile hovering just below the surface.&lt;br /&gt;
&lt;br /&gt;
Samuel obeyed. “If we can generate a sufficient gravitational field around a space craft then we can bend the fabric of space/time into a wave.” He hit a key activating the holographic projector hidden in the middle of the clean white table. Light and photons sprung forth and came together to paint a transparent, three dimensional schematic of what was being explained. Each major system and graph denoted with a different bright color. “This wave could then push a vessel far faster than light itself travels because the vessel is not actually moving but rather the space around it. Further more,” He went on tentatively, “the problem of time distortion, communications lag, energy requirements and mass/energy transmutation would all be solved since neither the craft nor anyone aboard are actually moving at all, just space around them.”&lt;br /&gt;
&lt;br /&gt;
Silence enveloped the formally fidgeting scientists and engineers. It could take years simply to discover the dimensions of the gravitational bubble needed for such a drive system not to mention dozens of other developments without the least of which Samuels plan would be only so much hot air. But, but if it could work, if they could surmount those difficulties, if they could achieve the impossible, then the dream of school boys everywhere would be realized. Men could finally explore, colonize and exploit the vast uninhabited emptiness of space. It was the kind of project the team had been waiting for.&lt;br /&gt;
&lt;br /&gt;
After another couple moments of thought filled silence the tall man, who must carry some manor of authority over his contemporaries, leaned forward, adopting a small, devilish grin. “Welcome aboard.”&lt;br /&gt;
&lt;br /&gt;
== Chapter 12 ==&lt;br /&gt;
&lt;br /&gt;
Smoke rose gingerly into the pale red sky amidst towers of rock and steel, subtle winds tearing its orderly columns into large disorganized plumes. Far beyond, to the east, the horizon broke into scores of massive, jagged cliffs and mountains, each themselves bathed in varying shades of smoke black, thick enough to blur the geography&#039;s sharp lines until one could not differentiate between ground and sky. The ominous myriad of smoke and rock circled the valleys of razor stone with the uneasy stillness of a hurricane’s eye and looked just as foreboding. High above the anorexic clouds a brilliant sun burned bright enough to pierce the heavy haze of mid day, filtering through the red sky before bouncing violently off thousands of reflective angles below. The reddish glow given to every reflective surface combined with the acid smell of burnt plastic, rubber and steel to present an overall image and feel that hell itself had regurgitate this place. But, such was Northern Badlands.&lt;br /&gt;
&lt;br /&gt;
Logan glared across the broken plains. &amp;quot;I hate this place&amp;quot; At 52, Logan Boggs had lived a long and distinguished military life, rising through the ranks of the Imperial military before being accepted into the prestigious Brenodi Sixth Infantry Division. Displaying unfailing courage, ingenuity, unrivaled loyalty and, perhaps most importantly, ruthlessness, he was eventually given the rank of Colonel and command of the Senate&#039;s personal strike force; the Sixth. Over the course of his service he had committed and overseen countless infractions of laws, both Imperial and moral, at the bidding of the Senate and in the name of the greater good, but his latest assignment had begun to rub the colonel the wrong way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Logan spat on the cursed ground at his feet before turning to walk back into the converted armory. Camp 41, as the massive collection of buildings and construction equipment had been labeled, was now home to the entire Sixth Infantry division along with two supporting divisions, although only the Sixth was permitted within the classified central 12 acres. Before the stainless steel overhang of the armory blotted out the hellish sky above, Logan&#039;s eyes darted up to catch a glance at the immense structure that had arisen in the center of that classified zone, the reason for his temporary exile. Miserable fu*ker.&lt;br /&gt;
&lt;br /&gt;
The scene within the tiny building was drastically different from the one outside but not much better. In accordance with the buildings new purpose all of the weaponry and supplies had been removed in favor of a few tables, lights and a single chair. The central lighting and climate control had been discarded ensuring a reign of darkness held at bay only by a bright light situated forward of the lone chair. Normally clean and semi sterile, the walls and floors of the armory stood thick with dirt, grime and filth tied together with a healthy smattering of blood and tissue. The relentless heat from the sun above grew three fold within the metal box, baking its occupants and stirring together dozens of odors into an unholy nauseating gas.&lt;br /&gt;
&lt;br /&gt;
Logan took a deep breath, savoring the sweet aroma that had followed him through so much of his career before addressing the small chair&#039;s lone figure. &amp;quot;Feeling better?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What was left of the man sat slumped over, his arms tied with wires that had long since cut into his flesh, bathing his hands and the floor in blood. Lacerations and gaping wounds fought for real-estate on his otherwise bruised and beaten body, only shards of a Northern Faction tunic and trousers evident in the sea of carnage and gore. Long strings of bloody spittle dangled from his open mouth and broken nose, tattered locks of what used to be blond hair lay matted in clumps obstructing open head wounds, his one remaining eye lay hidden beneath swelling and the remains of the other. Still, his lips slowly back and forth in a forced attempt to communicate.&lt;br /&gt;
&lt;br /&gt;
Unable to hear the response, Logan motioned an attendant to draw closer. His ear near the soldiers head, the attendant listened for a moment before moving away, his face proclaiming disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He said&amp;quot; the attendant offered once standing erect, &amp;quot;something rather unpleasant about your mother sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Behind the Imperial soldiers, the beaten little rebel bobbed up and down with bouts of strained, hoarse laughter, more blood and spittle flowing out into the puddle below him.&lt;br /&gt;
&lt;br /&gt;
Logan&#039;s eyes slanted into an irritated squint as his jaw slid to the side for the same reason. Nearly a week of interrogation and all that was gained was false information and insults. Breaking this particular man would take more time than was allotted.&lt;br /&gt;
&lt;br /&gt;
With a motion worn smooth by decades of use, Logan unholstered his side arm and allowed a pair of rounds to enter the prisoner’s head, a shower of brain matter blanketing the second interrogator as a result. &amp;quot;Toss him on the fence.&amp;quot; he ordered, re holstering his smoking weapon and making his way outside, &amp;quot;Have Echo Division shift their search to the east. I want prisoners.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The now jobless interrogator’s nodded in submission as their superior exited their lair. The Sixth Infantry Division had been the elite of the Imperial army for generations. Since earning fame by standing firm in protection of the Senate against 12 opposing Jekotian divisions during a war past and, once more, keeping the invaders at bay for nearly a week till reinforcements could be raised, the Division had been in the service of the Senate, holding vital passes, destroying key targets, defending cities or landing on beaches, the Sixth&#039;s mere presence was enough to turn the tide of a battle. Yet, much to her Colonel’s dismay, the best the Empire had to offer was sitting in the Northern wastelands baby sitting construction crews and chasing shadows. Logan understood the importance of the project and its need for secrecy, but surly a lesser division such as Recon or the 86th could do the job. It seemed like such a waste especially in light of mounting losses in the south.&lt;br /&gt;
&lt;br /&gt;
Sand and dust burst from the ground in hectic swirls after being evicted by the approaching transport craft. Ignoring the loud but otherwise pleasant, electric hum emanating from the aircrafts many ion engines, Logan began yelling into his com unit as he made his way to the opening hatch. &amp;quot;Status?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The response was quick. &amp;quot;Patrols in Gamma sector report taking fire from unknown number of assailants. Relief squads enrout-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Negative!&amp;quot; Logan barked jumping inside and motioning the pilot to lift off, &amp;quot;Pull them back and put priority one on that location for air strike.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But colonel,&amp;quot; the disembodied voice interjected, &amp;quot;Our men are-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Going to have to find some cover.&amp;quot; Logan spat, &amp;quot;Blanket the area, let God sort them out.&amp;quot; The squad was from Echo Division in any case, not really his concern. In the recent weeks rumors of a Northern Faction guerrilla force moving in Camp 41&#039;s direction had proved true, with the complete annihilation of an entire Sixth patrol followed by dozens of hit and run attacks, each inching closer to the bases secure center. Countless more subtle methods of stopping the unknown foe&#039;s advance had provided only a single prisoner, now dead, and little else...&lt;br /&gt;
&lt;br /&gt;
== Copyright ==&lt;br /&gt;
Copyright© 2003-2007 The Empiresmod Team&lt;br /&gt;
&lt;br /&gt;
[[Category:Story|The Story]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Grenadier&amp;diff=4855</id>
		<title>Grenadier</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Grenadier&amp;diff=4855"/>
		<updated>2007-09-17T04:59:59Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Tips */  Removed the part about reloading the RPG and mortar after spawning. This is no longer required.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Grenadier}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NFGren.JPG|thumb|right|Northern Faction Grenadier]]&lt;br /&gt;
[[Image:BE grenadier.jpg|thumb|right|Brenodi Empire Grenadier]]&lt;br /&gt;
&lt;br /&gt;
When the going gets tough the tough call for anti-armor support, and thats exactly what the Grenadier delivers. In a direct fight, the class shows its teeth with a standard RPG.&lt;br /&gt;
&lt;br /&gt;
The RPG has a dual firing system: Guided and Dumbfire. The missile will track its target if you keep the reticle on the target for as long as the &amp;quot;fire&amp;quot; key is pressed. When you release the &amp;quot;fire&amp;quot; key or move the reticle off the target, the missle is switched to a dumbfire mode and will continue on its last direction. To fire a missile in a dumbfire mode, simply press and quickly release the &amp;quot;fire&amp;quot; key. The missile is then launched in a straight trajectory and the RPG will auto-reload right away.&lt;br /&gt;
&lt;br /&gt;
The RPG launcher converts into a Mortar for those times when a straight rocket just won&#039;t cut it. To use the mortar just crouch and let the shells fly. Secondary fire on the Mortar is useful when a [[Scout|Scout]] has called for artillery. Pressing it will bring up the map and paint diamonds over the scout&#039;s artillery target. You can select the target, and it will show up on your screen. Also, if you do not have the Artillery Feedback skill, you will still get feedback on your mortar strike if it hits near the selected target.&lt;br /&gt;
&lt;br /&gt;
Finally, the grenadier can lay mines, up to a maximum of 8, for defense. The Mines are both anti-infantry and anti-vehicle, which means that they will explode when either an enemy vehicle or an enemy player drives or walks over them.&lt;br /&gt;
&lt;br /&gt;
With the [[Skills#Grenadier|Mine Defusal Skill]], Grenadiers do not set off mines, neither when walking nor driving over them. They can also defuse mines with this skill by crouching on the mine, aiming, and pressing the USE key (&#039;&#039;&#039;E&#039;&#039;&#039; by default) for a few seconds. This makes the class extremely useful for detecting, crossing and clearing minefields.&lt;br /&gt;
&lt;br /&gt;
Arguably the most useful [[Skills#Grenadier|Skill]] of the grenadier is Artillery Feedback, granting the class superiority in that area of combat. The skill works by indicating, with a diamond on the minimap, the area in which the player&#039;s last shell or missile exploded. The skill applies not only to artillery cannons and the class&#039; mortar weapon, but also to the handheld RPG and any vehicle mounted cannon or missile launcher.&lt;br /&gt;
&lt;br /&gt;
A tactical [[Skills#Grenadier|Skill]] is Armor Detection, which lets the grenadier see the percentage of armor on the targeted side of a vehicle. This is especially useful when an enemy&#039;s armor has been destroyed on one side but has turned so that an undamaged side faces your team.&lt;br /&gt;
&lt;br /&gt;
On the defensive a grenadier is most at home in a [[Vehicles|vehicle]], increasing its resilience with the [[Skills#Grenadier|Skill]] Increased Armor. This skill increases the amount of armor on a driven [[Vehicles|vehicle]] by 10%, letting a skilled grenadier remain on the battlefield long after others have been reduced to scrap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Traditionally, conflicts following the Kolntus-Emin War have relied heavily on Grenadiers for guerrilla warfare, more so than even the stealthy Scout squads. This has to do mainly with the fact that one well trained Grenadier could do immense damage--often more then a tank--without requiring the large quantities of resources and technology necessary for the offensive vehicles. Furthermore, a skilled demolitions expert would often be used to stall enemy assaults or assassinate high-ranking officers who were too heavily fortified for a Scout to damage. The weaponry of the Grenadier has changed little since the fall of the Great Empire. A variety of mortars and land-mines have been fielded, but the only major development has been the invention and widespread proliferation of a Manual Command to Line-Of-Sight ([http://en.wikipedia.org/wiki/Missile_guidance MCLOS]) rocket guidance system that is reliable, simple, and cheap enough to be equipped on every Grenadier. Prior to this technology, rockets were either dumbfired or they utilized a MCLOS system that was so complicated that guiding the rocket to a target often left a Grenadier preoccupied and vulnerable.&lt;br /&gt;
&lt;br /&gt;
Early battles following the formation of the New Brenodian Empire have consistently shown that highly experienced Grenadiers renown for their exploits have struck fear into the hearts of enemy commanders. PFC Bob D. Buildre, perhaps the most well known Grenadier in this era, was a famous example of this peculiar ability.&lt;br /&gt;
&lt;br /&gt;
Although the Brenodi Interior Intelligence Services would never admit it, there existed a festering dissatisfaction amongst all but the most dedicated of peoples in the &amp;quot;protectorate&amp;quot; of the former Jekotian Empire. This dissatisfaction grew strongest in those military divisions tasked with maintaining order in the alien land. Often drafted from oppressed Jekotian citizenry, these ill-equipped and poorly paid grunts faced constant guerrilla attacks and equal prejudice from both Brenodi and Jekotian alike.&lt;br /&gt;
&lt;br /&gt;
This societal prejudice came to a head in the weeks before open conflict with the Northern Faction broke out. The Brenodi 123rd Frontline Brothers, formed during the Kolntus-Emin War to protect the capital city but now relegated to northernmost Jekotian lands, abandoned their post in open rebellion. Protesting their status as second class citizens, they were quickly pinned down by other drafted divisions and threatened with a merciless death. Sporadic fire-fights dominated the landscape for a full week until the Frontline Brothers sent PFC Buildre into the fray. Alone but heavily armed, he crossed the front lines under cover of darkness and breached the Brenodi command center. Using his entire backpack full of explosive devices, he created a formidable IED and managed to destroy the Brenodi command. With their Brenodi leaders gone, communication with the chain of command eliminated, and already poor supplies running low, the opposing divisions either scattered or joined the Frontline Brothers in their resistance. When Brenodi reconnaissance finally arrived at the battleground, the Frontline Brothers had all but disappeared--some soldiers made their way home, a few had returned to the Imperial capital of Bren to serve the Imperial Army once more--but a large portion of the Frontline Brothers--including Buildre--had defected, and joined the remnants of the once mighty Jekotion Empire, becoming part of the Jekotian&#039;s most feared division, the Jekotian Prime Legion. The unit would prove itself a valuable resource for the Northern Faction, all thanks to one Grenadier.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* The mortar is an incredibly effective anti-infantry weapon at mid to close range. Hit an opponent with the mortar, then quickly follow up with a few rounds from your pistol. Don&#039;t try for another mortar round. Even if the mortar was only a near-miss, the enemy will be damaged enough so that the pistol will make short work of them.&lt;br /&gt;
* You cannot reload the RPG when a missile is fired in guided mode. You will only be able to start reloading when it detonates or when you switch to dumbfire mode by letting go of the &amp;quot;fire&amp;quot; key.&lt;br /&gt;
* Keep in mind that enemy Grenadiers with [[Skills#Grenadier|Mine Defusal skill]] do not set off mines; neither on-foot nor when driving vehicles.&lt;br /&gt;
* Smart players will watch out for enemy mines, so try not to place them where they can be detected easily. Try to conceal the mines in bushes, around the corners, in terrain, etc. In other words - try to surprise your enemy.&lt;br /&gt;
* The mines pack quite a punch and will hurt/kill you if you are caught within their blast radius.  Fortunately, the blast will not hurt any other friendlies (at least on the FriendlyFire-off servers).&lt;br /&gt;
* When detonated, the mines set off other friendly mines that are caught in their initial blast radius. This is helpful for taking down buildings, vehicles and obstacles quickly with a single explosion resulting from mines placed by more than one Grenadier.&lt;br /&gt;
* Since a Grenadier can only have 8 mines on the ground at any given time, upon placing the 9th mine, the very first one will detonate, destroying itself and any other mines in its blast radius. Be careful not to be too close when that happens.&lt;br /&gt;
* A clever Grenadier will often try to use the &amp;quot;9th mine&amp;quot; trick to cause a great deal of damage to any structure, (including the Command Vehicle) by dropping 8 mines next to his target and very close to one another. He will then drop the 9th mine, detonating all the previous ones in a chain reaction. The ensuing explosion can bring down even the toughest of structures, so do not let a rogue Grenadier hang around the buildings you&#039;d like to keep.&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Grenadier|Grenadier Skills]]}}&lt;br /&gt;
The sheer versatility of the grenadier means that it is difficult to prescribe four universal skills to use. However, some skills can become incredibly useful when the correct situation arises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo Upgrade&#039;&#039;&#039;: Whether you&#039;re a lone grenadier attempting to demolish some buildings or you don&#039;t have enough time to refill on rockets before the next tank approaches, more ammo is always useful. This is especially true when employing mines. This skill is particularly useful in assassinating the command vehicle, which makes the grenadier the most powerful ninja class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Upgrade&#039;&#039;&#039;: This skill is never that useful because the maps are often huge. However, the grenadier is the only class that doesn&#039;t have a decent firearm and as such benefits from this skill almost as much as the Scout. Melee attacks with this upgrade do huge damage, and if the opponent is damaged at all before hitting him, it will probably drop him. A shot or two with the pistol followed by sprinting in for the kill will be effective. It&#039;s not the most useful skill, and a talented grenadier can use the mortar to kill his opponent much easier. But if forced into tight quarters where close range combat is inevitable and a mortar round risks blowing yourself up, this skill becomes fairly useful. Not to mention the fact that melee kills are both humiliating and hilarious. Not the first or second upgrade one should get, but if you reach high enough rank and the map has many close-quarters areas, consider this skill.&lt;br /&gt;
&lt;br /&gt;
All the Grenadier skills are useful depending on mode of transportation: When using a vehicle, &#039;&#039;&#039;Defusal&#039;&#039;&#039; is essential. Nothing upsets enemy defences more than a vehicle rolling straight through that mine-field to rain down destruction upon them. &#039;&#039;&#039;Artillery Feedback&#039;&#039;&#039; is also essential for effective indirect fire, whether it be with the mortar or the [[Artillery|artillery tank]].&lt;br /&gt;
&lt;br /&gt;
These skills are not quite as useful if you don&#039;t intend to use a vehicle, though &#039;&#039;&#039;Artillery Feedback&#039;&#039;&#039; still applies to the Mortar. Obviously, the same applies to &#039;&#039;&#039;Increased Armor&#039;&#039;&#039;. One should also note, however, that on certain maps in certain cases, such as in flag cap maps, (such as BE on escort, or cdr_canyon, or Glycen city) you should NOT waste a skill slot on &#039;&#039;&#039;defusal&#039;&#039;&#039;. When you have limitless tickets, it&#039;s much faster and easier to just have someone blow themselves up on the enemy mines and have an engineer revive that person. A dedicated team like this can clear an area faster then a grenadier by an entire order of magnitude. Just make sure the reviver stays away from the blast radius!&lt;br /&gt;
[[Category:Classes|Grenadier]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4854</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Rifleman&amp;diff=4854"/>
		<updated>2007-09-17T04:53:53Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Rifleman}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]&lt;br /&gt;
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]&lt;br /&gt;
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with explosive grenades and a suit of body armor, making them a force to be reckoned with on the battlefield. &lt;br /&gt;
&lt;br /&gt;
The rifleman&#039;s skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively, and Dig In decreases blast damage dealt to the soldier while crouched, reducing it by up to 70%.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
* Your accuracy will be much better while crouched or prone with certain weapons like the Heavy Machine Gun.&lt;br /&gt;
* Your accuracy will be increased by another 25% when using the weapon&#039;s iron sights (default: right click).&lt;br /&gt;
* If not using the Heavy Machine Gun, the extra ammo skill is crucial. &lt;br /&gt;
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (you&#039;ll see tanks shake when hit). The trick is getting close enough to use them without getting killed.&lt;br /&gt;
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations&lt;br /&gt;
[[Category:Classes|Rifleman]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade Guide ==&lt;br /&gt;
{{See|[[Skills#Rifleman|Rifleman Skills]]}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;First Upgrade:&#039;&#039; &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Rarely will you ever choose anything but accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps.&lt;br /&gt;
* &#039;&#039;Essential Skills:&#039;&#039; &#039;&#039;&#039;Improved Damage&#039;&#039;&#039;: This skill means that you can drop your targets faster, which gives them less chance to hurt you. &#039;&#039;&#039;Health Upgrade&#039;&#039;&#039;: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. &#039;&#039;&#039;Dig-In&#039;&#039;&#039;: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad&#039;s human tank.&lt;br /&gt;
* &#039;&#039;Heavy Machine Gun Skills:&#039;&#039; The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you&#039;ll have to conserve your stamina in every situation, which means &#039;&#039;&#039;Stamina Upgrade&#039;&#039;&#039; is essential, and the &#039;&#039;&#039;Speed Upgrade&#039;&#039;&#039; is nice to compensate for the lack of sprinting ability.&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4853</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4853"/>
		<updated>2007-09-17T04:33:34Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Unreleased: Version 1.08 */  Added RC24 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC24&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 149/RC 24 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered&lt;br /&gt;
*Added: new BE pistol 1 model&lt;br /&gt;
*&amp;lt;s&amp;gt;Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player&#039;s distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: &#039;emp_sv_netvisdist_ratemin&#039;, &#039;emp_sv_netvisdist_ratemax&#039;, &#039;emp_sv_netvisdist_ratedistmin&#039;, &#039;emp_sv_netvisdist_ratedistmax&#039;, and &#039;emp_sv_netvisdist_ratefacingmul&#039;)&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to overhead causing lag. Will return after optimization.&#039;&#039;&lt;br /&gt;
*Fixed: crash with going prone and somehow not having a weapon&lt;br /&gt;
*Fixed: scout losing ability to restock the concussion grenade after reviving&lt;br /&gt;
*Fixed: vehicle wheels wouldn&#039;t push players out of the way consistently due to not sufficiently checking if the space to move the player was clear&lt;br /&gt;
*Fixed: capture gui not hiding itself after a map change&lt;br /&gt;
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)&lt;br /&gt;
*Fixed: all player eye angles were being sent over the network twice&lt;br /&gt;
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war&lt;br /&gt;
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates&lt;br /&gt;
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)&lt;br /&gt;
*Modified: renamed &#039;emp_sv_player_resource_interval&#039; to &#039;emp_sv_player_minimap_interval&#039;&lt;br /&gt;
*Modified: renamed &#039;emp_sv_vehicle_resource_interval&#039; to &#039;emp_sv_vehicle_minimap_interval&#039;&lt;br /&gt;
*Modified: added &#039;emp_sv_player_resource_interval&#039; to only control how often the scoreboard info updates&lt;br /&gt;
*Modified: cleaned up player network data (some commander related vars were being sent to everyone; cap point info was sent to players directly instead of kept with the cap points and retrieved from there)&lt;br /&gt;
*Modified: decreased HMG stamina drain (standing: 4 -&amp;gt; 2, crouching: 2 -&amp;gt; 1, prone: 1 -&amp;gt; 0.2)&lt;br /&gt;
*Modified: increased SMG 2 spread (max duck spread: 0.15 -&amp;gt; 0.18, ducking spread decrement: 0.1 -&amp;gt; 0.07, prone spread decrement: 0.2 -&amp;gt; 0.1)&lt;br /&gt;
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Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
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Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
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Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
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Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
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Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
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Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4852</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4852"/>
		<updated>2007-09-17T04:29:11Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Unreleased: Version 1.08 */  Added RC23 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC24&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 148/RC 23 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed&lt;br /&gt;
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean&lt;br /&gt;
*Added: admin console commands &amp;quot;emp_print_tickets&amp;quot; and &amp;quot;emp_print_res&amp;quot; to print out the number of tickets and resources to the console&lt;br /&gt;
*Fixed: crash with &#039;ent_create&#039; being used from console&lt;br /&gt;
*Fixed: crash with squad leader revive&lt;br /&gt;
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station&lt;br /&gt;
*Fixed: default explosions being green&lt;br /&gt;
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class&lt;br /&gt;
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)&lt;br /&gt;
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it&lt;br /&gt;
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility&lt;br /&gt;
*Fixed: &amp;quot;emp_sv_netvisdist_player&amp;quot; and &amp;quot;emp_sv_netvisdist_vehicle&amp;quot; cvars&#039; functionality was broken&lt;br /&gt;
*Fixed: players in vehicles could not hurt themselves with explosives&lt;br /&gt;
*Fixed: texture issues on building models&lt;br /&gt;
*Fixed: dead players could open ammo boxes&lt;br /&gt;
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload&lt;br /&gt;
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time&lt;br /&gt;
*Fixed: having another window open with the capture gui visible would lead to problems&lt;br /&gt;
*Fixed: made mines not freeze in place until they&#039;re completely stationary&lt;br /&gt;
*Fixed: destroyed vehicles not pushing players away/running them over&lt;br /&gt;
*Fixed: passenger listing getting cut off&lt;br /&gt;
*Fixed: crash with team menu open when changing levels&lt;br /&gt;
*Fixed: engineer kit showing wall health in green when unbuilt&lt;br /&gt;
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station&lt;br /&gt;
*Fixed: vehicle health being listed incorrectly in the commander interface&lt;br /&gt;
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD&lt;br /&gt;
*Fixed: SourceTV showing Team window&lt;br /&gt;
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap&lt;br /&gt;
*Fixed: players able to exit vehicles next to displacements and walk through them&lt;br /&gt;
*Fixed: players able to be pushed by vehicles into displacements and walk through them&lt;br /&gt;
*Fixed: players could spam the squad invite request via the squad interface&lt;br /&gt;
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle&lt;br /&gt;
*Modified: removed rpgs bouncing off buildings&lt;br /&gt;
*Modified: increased armor detection distance and fade out speed&lt;br /&gt;
*Modified: all vehicle wheels are now checked for collisions against players&lt;br /&gt;
*Modified: changed weapons that don&#039;t have magazines to print &amp;quot;N/A&amp;quot; instead of &amp;quot;0&amp;quot; in the ammo HUD&lt;br /&gt;
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit&lt;br /&gt;
*Modified: spectators can no longer bring up the commander vote window&lt;br /&gt;
*Modified: plasma MG creates more heat for the vehicle firing it (1 -&amp;gt; 4) and has a higher cycle time (0.1 -&amp;gt; 0.3)&lt;br /&gt;
*Modified: HE MG increased damage (10 -&amp;gt; 12), increased cycle time (0.3 -&amp;gt; 0.5), decreased spread (0.02 -&amp;gt; 0.01), and decreased heat to target (0.25 -&amp;gt; 0.1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4851</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4851"/>
		<updated>2007-09-17T04:26:28Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Unreleased: Version 1.08 */  Added RC22 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC24&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Empires 1.08 Build 146/RC 22 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points&lt;br /&gt;
*Added: ticket bleed on emp_district402; flags adjacent to center flag bleed tickets at the rate of 1 every 10 seconds; flags preceding the final flags bleed at a rate of 1 every 4 seconds&lt;br /&gt;
*Added: new explosion effects: high explosive weapons cause longer explosions; plasma cannon creates a blue explosion; bio missile launcher creates a green explosion; nuke creates a larger and longer explosion&lt;br /&gt;
*Added: drop down player list to spectator GUI, press duck as spectator and drop down list box appears allowing you to select which player to spectate&lt;br /&gt;
*Added: &#039;emp_sv_commander_visiblity_interval&#039; cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units&lt;br /&gt;
*Added: &#039;emp_sv_suddendeath_countdown&#039; cvar to control ticket bleed during sudden death (when &#039;mp_timelimit&#039; is reached)&lt;br /&gt;
*Fixed: emp_unstuck was broken in the last release&lt;br /&gt;
*Fixed: crash with clicking rapidly on the scoreboard&lt;br /&gt;
*Fixed: refineries were giving resources before commander voting had finished&lt;br /&gt;
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow&lt;br /&gt;
*Fixed: non-engineer class players couldn&#039;t build walls&lt;br /&gt;
*Fixed: removed &amp;quot;Sound Compatability Attenuation&amp;quot; setting for weapon sounds which caused them to use the HL 1 sound system&lt;br /&gt;
*Fixed: squad leader orders voice menu was showing for players who weren&#039;t squad leaders&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position was not always facing the correct direction&lt;br /&gt;
*Fixed: player in a tank&#039;s gunner position would sometimes appear to be running&lt;br /&gt;
*Fixed: engineer squad leader able to mass heal dead players&lt;br /&gt;
*Fixed: engineer cameras and radars unable to be spotted&lt;br /&gt;
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance&lt;br /&gt;
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death&lt;br /&gt;
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player&#039;s network visibility radius&lt;br /&gt;
*Fixed: vehicles not playing engine shutdown sound when the driver exits&lt;br /&gt;
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it&lt;br /&gt;
*Fixed: customizing a vehicle loadout&#039;s weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden&lt;br /&gt;
*Fixed: weapons could do no damage but could still give heat to friendly vehicles&lt;br /&gt;
*Fixed: when checking if a player is in a barracks, armory, or vehicle factory, the code would only check if the player is touching the building; it now checks for the player to be inbetween the floor and ceiling of the structure&lt;br /&gt;
*Fixed: weapon melee attacks leaving bullet holes&lt;br /&gt;
*Fixed: mines falling through displacements when dropped while prone and looking down&lt;br /&gt;
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly&lt;br /&gt;
*Fixed: players could pass through the NF command vehicle&#039;s wheels by ducking or going prone&lt;br /&gt;
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads&lt;br /&gt;
*Modified: all grenadier missiles now bounce off buildings and their explosions do little damage to buildings (turrets, walls, eng cameras, and eng radars are not affected by this change)&lt;br /&gt;
*Modified: increased speed of grenadier missiles from 1500 to 1700&lt;br /&gt;
*Modified: reduced smoke trail thickness of missiles&lt;br /&gt;
*Modified: increased building damage reduction from 4 to 6&lt;br /&gt;
*Modified: decreased stalling effects due to armor and hull damage (default is armor damage of more than 100 or hull damage of more than 60 will stall the vehicle; 3 Phase stalls at 60 armor damage or 30 hull damage; Bio Diesel stalls at 200 armor damage or 200 hull damage)&lt;br /&gt;
*Modified: players can no longer get mass revived before their first spawn&lt;br /&gt;
*Modified: duck key no longer closes voice menu&lt;br /&gt;
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander&lt;br /&gt;
*Modified: players can no longer change class while in a vehicle&lt;br /&gt;
*Modified: grenadier&#039;s armor feedback skill fades out much slower&lt;br /&gt;
*Modified: crosshair remains showing with mortar weapon in hand&lt;br /&gt;
*Modified: a prone player can now fire if being pushed by an outside force; only moving via input controls will prevent firing of the weapon&lt;br /&gt;
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving&lt;br /&gt;
*Modified: lowered APC hull health from 200 to 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4850</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4850"/>
		<updated>2007-09-17T04:22:53Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Unreleased: Version 1.08 */  Added RC21 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC24&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Version 1.08 Beta Build 143/RC 21 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean&lt;br /&gt;
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds&lt;br /&gt;
*Added: new BE heavy rifle view model&lt;br /&gt;
*Added: new BE landmine view and world model&lt;br /&gt;
*Added: pressing escape with a VGUI window open will close it&lt;br /&gt;
*Fixed: BE squad orders used the NF voices&lt;br /&gt;
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player&lt;br /&gt;
*Fixed: turrets were firing at players without being perfectly lined up for the shot&lt;br /&gt;
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies&lt;br /&gt;
*Fixed: walls were adding to the wall limit and costing resources even if they weren&#039;t being built&lt;br /&gt;
*Fixed: turrets were adding themselves to the turret limit even if they were not being built&lt;br /&gt;
*Fixed: spectators could use sprint and run out of breath&lt;br /&gt;
*Fixed: transitioning from one emp_eng_restrict brush to another that was touching would confuse the client into letting the engineer build in the area&lt;br /&gt;
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills&lt;br /&gt;
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly&lt;br /&gt;
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded&lt;br /&gt;
*Fixed: emp_unstuck could be used to get outside of the level&lt;br /&gt;
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)&lt;br /&gt;
*Fixed: squad members not appearing in the lefthand squad HUD and an arrow/star not appearing over their head when the player or squad member first joins the game&lt;br /&gt;
*Fixed: player arrows not appearing on the minimap when the player first joins the game &lt;br /&gt;
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle&lt;br /&gt;
*Fixed: another deficiency with going prone and falling below a displacement&lt;br /&gt;
*Fixed: pressing the same key used to open a VGUI window will close it&lt;br /&gt;
*Modified: BE iron sights no longer obscure as much of the player&#039;s view&lt;br /&gt;
*Modified: lowered BE medium tank neutral turn speed&lt;br /&gt;
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness&lt;br /&gt;
*Modified: reduced bullet damage push force (0.5 to 0.25)&lt;br /&gt;
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on&lt;br /&gt;
*Modified: weapons that did no actual damage to vehicles (plasma mg) were not able to dump any heat into the hit vehicle; changed so that heat is always given to hit vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4849</id>
		<title>Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&amp;diff=4849"/>
		<updated>2007-09-17T04:19:20Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added RC20 changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Releases Version : 1.071 Beta&lt;br /&gt;
&lt;br /&gt;
Current Unreleased Version: 1.08/RC24&lt;br /&gt;
&lt;br /&gt;
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.&lt;br /&gt;
&lt;br /&gt;
=Unreleased: Version 1.08=&lt;br /&gt;
Version 1.08 Beta Build 142/RC 20 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: out of breath sound when the player runs out of stamina&lt;br /&gt;
*Added: more player death sounds&lt;br /&gt;
*Fixed: MAJOR CRASH BUG on emp_district402; the 3rd BE flag lacked any captured models and would crash the server if a player touched the flag once it changed to a NULL model&lt;br /&gt;
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon&lt;br /&gt;
*Fixed: grenadier not seeing mortar crosshair when in a vehicle&lt;br /&gt;
*Fixed: a random crash on map load&lt;br /&gt;
*Fixed: MG turrets would continue to target a player that moved behind cover&lt;br /&gt;
*Fixed: turrets would target players that were out of its pitch range&lt;br /&gt;
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map&lt;br /&gt;
*Fixed: added extra ground detection to prevent going through the map when going prone&lt;br /&gt;
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing&lt;br /&gt;
*Fixed: non-engineer class players able to build unbuilt but dead buildings&lt;br /&gt;
*Fixed: engineer kit ammo exploit involving vehicles&lt;br /&gt;
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck&lt;br /&gt;
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck&lt;br /&gt;
*Fixed: could climb BE vehicle factory crates and get on roof&lt;br /&gt;
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station&lt;br /&gt;
*Fixed: biological weapons could do damage to friendly vehicles&lt;br /&gt;
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they&#039;re fired&lt;br /&gt;
*Fixed: dropping an ammo crate as a engineer, dying, and then trying to build a turret would show an ammo box in addition to the turret&lt;br /&gt;
*Fixed: unducking and then ducking before fully unducking would freeze the player&#039;s view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player&#039;s ducking hitbox&lt;br /&gt;
*Fixed: third person engineer toolkit appearing green&lt;br /&gt;
*Fixed: BE pistols and MG lacked reload sounds&lt;br /&gt;
*Fixed: spawn point selection screen would open after the player&#039;s first death no matter what&lt;br /&gt;
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way&lt;br /&gt;
*Fixed: scout rifle crosshairs disappearing due to lag&lt;br /&gt;
*Fixed: crash when trying to delete a vehicle loadout&lt;br /&gt;
*Fixed: after selecting a vehicle chassis, the Default loadout was displayed but the loadout combo box listed the last loadout as the one selected; the last loadout is now the one shown on the vehicle in addition to being listed in the combo box&lt;br /&gt;
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV&lt;br /&gt;
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander&lt;br /&gt;
*Fixed: unable to spot targets while driving a vehicle&lt;br /&gt;
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted&lt;br /&gt;
*Fixed: spectating a player in the eye view while they&#039;re in a vehicle passenger position would show the wrong location&lt;br /&gt;
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles&lt;br /&gt;
*Modified: vehicle MG sound effect&lt;br /&gt;
*Modified: altered vehicle code for a logarithmic falloff of the vehicle overheat stall penalty (as your overheat status goes away you regain engine speed slowly at first and then quickly)*Modified: increased max allowable chassis heat capacity to 256 (no actual vehicle scripts have changed to have a greater heat than 100 yet)&lt;br /&gt;
*Modified: all engines (except Bio Diesel) now have a heat stall penalty of 0.0 (changed from 0.25) which means you will definitely feel your vehicle slow down and stop when it overheats&lt;br /&gt;
*Modified: on spawn, a grenadier does not have to load his RPG or mortar; changing class in a barracks/armory/cappoint requires loading RPG and mortar; being revived depends on if the weapon was loaded or not before death&lt;br /&gt;
*Modified: moved squad leader&#039;s &amp;quot;Move To Location&amp;quot; voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button&lt;br /&gt;
*Modified: relocated BE APC&#039;s MG fire origin to the end of the cannon (was on the right of the turret)&lt;br /&gt;
*Modified: moved the location ML turrets targetted on other turrets to prevent misses&lt;br /&gt;
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing&lt;br /&gt;
*Modified: vehicle max weight and armor have been modified by FalconX for being more restricted by weight and having to choose between having more armor or weapons&lt;br /&gt;
*Modified: as spectator at game end, only the losing music will play to signify the end of the game&lt;br /&gt;
*Modified: increased neutral turn speed for NF medium and heavy tanks&lt;br /&gt;
*Modified: increased NF medium tank axle ratio for a slight performance increase&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 141/RC 19 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs&lt;br /&gt;
*Added: default settings when creating a listen server&lt;br /&gt;
*Added: grenadiers can now fire from prone&lt;br /&gt;
*Fixed: player eyes&#039; pupils not showing&lt;br /&gt;
*Fixed: repair station vehicle recustomization was broken&lt;br /&gt;
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing&lt;br /&gt;
*Fixed: after ducking in the air and landing, your view would be at standing height while your hitbox would be ducking letting you shoot at others who couldn&#039;t shoot you if looking over an obstacle&lt;br /&gt;
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates&lt;br /&gt;
*Fixed: walls weren&#039;t building when spawning too close to the engineer building them; they now ignore the engineer that is building them&lt;br /&gt;
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three&lt;br /&gt;
*Fixed: the commander could order players to guard themselves&lt;br /&gt;
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne&#039;s &amp;quot;Move to this location&amp;quot; techno remix&lt;br /&gt;
*Fixed: commander could not issue attack orders by clicking on a tank&#039;s turret&lt;br /&gt;
*Fixed: explosive weapons could deal damage to both a vehicle&#039;s turret and the vehicle resulting in twice the amount of damage given to it&lt;br /&gt;
*Fixed: the commander could click on the minimap to move his camera, and it could go below the map or too high and get stuck&lt;br /&gt;
*Fixed: inability to change class after having the free squad skill and then being commander&lt;br /&gt;
*Fixed: problems with the BE vehicle factory collision mesh&lt;br /&gt;
*Fixed: popup menu could stay open over a map change&lt;br /&gt;
*Fixed: added checking of team resource variable to prevent overflowing the variable&lt;br /&gt;
*Fixed: NF scout&#039;s binoculars were using the Brenodi binoculars world model&lt;br /&gt;
*Fixed: crash when selecting more than 64 units as a commander&lt;br /&gt;
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall&lt;br /&gt;
*Fixed: MG turrets had trouble targetting prone players&lt;br /&gt;
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive&lt;br /&gt;
*Modified: clicking on the minimap as the commander now moves the camera to focus on where the mouse was clicked instead of moving the camera to the clicked location&lt;br /&gt;
*Modified: increased the repair station&#039;s repair speed&lt;br /&gt;
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds&lt;br /&gt;
*Modified: reduced standard cannon heat output from 20 to 16&lt;br /&gt;
*Modified: removed engineer vehicle heal aura&lt;br /&gt;
*Modified: reduced anti-tank vehicle machine guns&#039; damage&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 139/RC 18 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: vehicles can now be customized at a repair station:&lt;br /&gt;
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.&lt;br /&gt;
*Fixed: &amp;quot;emp_unstuck&amp;quot; could be used as a spectator&lt;br /&gt;
*Fixed: crash when spawning in APC&lt;br /&gt;
*Fixed: aircraft were visible in the commander&#039;s vehicle factory menu&lt;br /&gt;
*Fixed: spectating a player in the eye now shows the target player&#039;s ammo correctly&lt;br /&gt;
*Fixed: muting players via the scoreboard&lt;br /&gt;
*Fixed: flag capture GUI would disappear when bringing up the scores window&lt;br /&gt;
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost&lt;br /&gt;
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle&#039;s armor was half gone, but the armor would actually be all there on the server&lt;br /&gt;
*Fixed: vehicles can no longer shoot through walls&lt;br /&gt;
*Fixed: squad leader&#039;s mass revive skill revives players in the correct location now&lt;br /&gt;
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear&lt;br /&gt;
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned&lt;br /&gt;
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position&lt;br /&gt;
*Fixed: spectators could not see their target&#039;s stamina change&lt;br /&gt;
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once&lt;br /&gt;
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item&lt;br /&gt;
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator&lt;br /&gt;
*Modified: scout squad leader&#039;s Hide ability no longer keeps you hidden when shooting&lt;br /&gt;
*Modified: squad leader ability cost: scout recon (2), scout hide (5), rifleman charge (3), rifleman armor (4), grenadier damage (4), grenadier artillery (4), engineer revive (5), engineer heal (3)&lt;br /&gt;
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons&lt;br /&gt;
*Modified: reduced prone accuracy of the NF shotty pistol&lt;br /&gt;
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader&#039;s aura skill icon fades in and out based on the closest squad member&lt;br /&gt;
*Modified: squad leader now only works if there are two or more members in a squad&lt;br /&gt;
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health&lt;br /&gt;
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox&lt;br /&gt;
* &amp;lt;s&amp;gt;Modified: mines now attach themselves to whatever they&#039;re touching after 3 seconds and move with that object instead of staying stationary, except players!&amp;lt;/s&amp;gt; - &#039;&#039;Removed due to bomb-jeep exploits. The feature will return, minus vehicles.&#039;&#039;&lt;br /&gt;
*Modified: increased scout squad leader&#039;s recon ability spot radius times two&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 138/RC 17 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: altered cliff textures&lt;br /&gt;
*Added: visual build effect when non-engineers are building&lt;br /&gt;
*Added: sound effects for building/repairing and reviving&lt;br /&gt;
*Added: new world models for all updated view models&lt;br /&gt;
*Added: melee kill death icon&lt;br /&gt;
*Added: run over by vehicle death icon&lt;br /&gt;
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types&lt;br /&gt;
*Added: head shot death icon&lt;br /&gt;
*Fixed: Brenodi radar did not give off smoke when damaged&lt;br /&gt;
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they&#039;re informed that the spawn point has been lost instead of spawning at the command vehicle&lt;br /&gt;
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera&lt;br /&gt;
*Fixed: ML turrets couldn&#039;t lock onto Brenodi jeeps&lt;br /&gt;
*Fixed: in squad list GUI, &amp;quot;leave&amp;quot; button was disabled when the squad was full; &amp;quot;invite player&amp;quot; button is now disabled when the squad is full&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did no damage&lt;br /&gt;
*Fixed: squad leader&#039;s artillery strike did not always occur in the correct location&lt;br /&gt;
*Fixed: cancelling an order from the popup menu did not work&lt;br /&gt;
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander&#039;s name&lt;br /&gt;
*Fixed: a large lag spike could cause the starting music to play again&lt;br /&gt;
*Fixed: could not see teammates&#039; names above their heads while in a vehicle&lt;br /&gt;
*Fixed: squad points were not counting down when a squad leader power was used&lt;br /&gt;
*Fixed: rare crash on level load&lt;br /&gt;
*Fixed: players could climb ladders while in prone&lt;br /&gt;
*Modified: revamped vehicle network variables to reduce bandwidth usage&lt;br /&gt;
*Modified: altered weapon scripts for greater accuracy when in prone&lt;br /&gt;
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)&lt;br /&gt;
*Modified: doubled radius of squad leader&#039;s aura&lt;br /&gt;
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds&lt;br /&gt;
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher&lt;br /&gt;
*Modified: put darker background behind the HUD&#039;s entity health bar due to being whited out by engineer tool kit effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
Version 1.08 Beta Build 137/RC 16 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm&lt;br /&gt;
*Added: sitting animation for players in vehicles&lt;br /&gt;
*Added: skill icon under squad HUD that shows the skill you&#039;re getting from being near your squad leader; transparency based on distance from squad leader&lt;br /&gt;
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has&lt;br /&gt;
*Added: squad leader activated skills, two per class, each require 4 squad points:&lt;br /&gt;
**scout = spot all enemies in a nearby radius for one minute&lt;br /&gt;
**scout = squad members are hidden for 30 seconds&lt;br /&gt;
**rifleman = no stamina drain for 30 seconds&lt;br /&gt;
**rifleman = damage is reduced by 20% for 30 seconds&lt;br /&gt;
**grenadier = weapon damage bonus of 20% for 30 seconds&lt;br /&gt;
**grenadier = arty strike&lt;br /&gt;
**engineer = mass revive all dead squad members and place near squad leader&lt;br /&gt;
**engineer = instant health regen to 100%&lt;br /&gt;
*Fixed: VGUI panels would screw up when changing resolution&lt;br /&gt;
*Fixed: accuracy in prone being worse than ducking&lt;br /&gt;
*Fixed: going prone could put the player through the ground&lt;br /&gt;
*Fixed: player could jump while in prone&lt;br /&gt;
*Fixed: spectator could go prone&lt;br /&gt;
*Fixed: NF HMG crosshair being solid&lt;br /&gt;
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings&lt;br /&gt;
*Fixed: decal flickering on team logos in emp_crossroads&lt;br /&gt;
*Fixed: squad HUD should no longer have blank names&lt;br /&gt;
*Fixed: building attack alerts had ceased working when commander alerts were added&lt;br /&gt;
*Fixed: commander is no longer listed in the squad panel&#039;s player list&lt;br /&gt;
*Fixed: commander can no longer see engineer&#039;s build effect which was not obscured by the commander fog of war&lt;br /&gt;
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot&lt;br /&gt;
*Modified: reduced scout&#039;s total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5&lt;br /&gt;
*Modified: squad leader is now always the first name listed on the squad HUD&lt;br /&gt;
*Modified: revived players start in the prone position&lt;br /&gt;
*Modified: changed squad leader&#039;s green arrow on the HUD to a star icon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 136/RC 15 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs&lt;br /&gt;
*Added: squad limit of no more than 5 players to a squad&lt;br /&gt;
*Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)&lt;br /&gt;
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)&lt;br /&gt;
*Added: third person melee animations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 135/RC 14 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_district402, emp_cyclopean&lt;br /&gt;
*Added: new melee animations for Brenodi SMGs 1 and 2&lt;br /&gt;
*Added: new melee animation for NF SMG 1&lt;br /&gt;
*Added: scout rifles no longer automatically unzoom when fired; they&#039;ll stay zoomed until the fire button is released&lt;br /&gt;
*Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)&lt;br /&gt;
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged&lt;br /&gt;
*Added: &amp;quot;Falloff&amp;quot; parameter to weapon scripts to define how a bullet&#039;s damage decreases with range&lt;br /&gt;
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)&lt;br /&gt;
*Fixed: both commander vehicles had not been updated for the new armor system&lt;br /&gt;
*Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle&lt;br /&gt;
*Fixed: health regen gave health even if the player had died&lt;br /&gt;
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130&lt;br /&gt;
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured&lt;br /&gt;
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds&lt;br /&gt;
*Modified: mortar can now be fired from a vehicle&#039;s passenger seat&lt;br /&gt;
*Modified: reverted vehicle turret code to 1.07 codebase&lt;br /&gt;
*Modified: faster throw animation for NF landmine&lt;br /&gt;
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%&lt;br /&gt;
*Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)&lt;br /&gt;
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled&lt;br /&gt;
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there&#039;s not enough stamina (penalty wait time will still activate at 0%)&lt;br /&gt;
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)&lt;br /&gt;
*Removed: NF SMG 3 weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 133/RC 13 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos&lt;br /&gt;
*Added: visual effect to engineer kit repair&lt;br /&gt;
*Added: reload and melee animations to BE smg 2 weapon&lt;br /&gt;
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object&lt;br /&gt;
*Fixed: weapons had no &amp;quot;ACT_VM_DRAW_EMPTY&amp;quot; animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading&lt;br /&gt;
*Fixed: engineer could repair wall being recycled&lt;br /&gt;
*Fixed: crash when trying to write to read-only config files&lt;br /&gt;
*Fixed: in controls panel, couldn&#039;t bind a command to &amp;quot;enter&amp;quot; if it had already been used&lt;br /&gt;
*Fixed: health indicator was not taking Health Upgrade into account&lt;br /&gt;
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move&lt;br /&gt;
*Fixed: vehicle cannon recoil was broken in previous turret code modification&lt;br /&gt;
*Fixed: NF commander&#039;s unit panel&#039;s buildings list did not work&lt;br /&gt;
*Modified: changed vehicle armor system to rely on the hit location&#039;s angle to determine the side of the armor hit&lt;br /&gt;
*Modified: for vehicles built with no armor on a side, the engineer kit&#039;s HUD display shows no armor health bar vice an empty bar&lt;br /&gt;
*Modified: weapon scripts to reduce weapon accuracy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 132/RC 12 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon&lt;br /&gt;
*Fixed: for spectators, players were still appearing in the center of the map when out of network range&lt;br /&gt;
*Fixed: rare crash when first joining a game&lt;br /&gt;
*Fixed: large improvements to &amp;quot;emp_unstuck&amp;quot; command&lt;br /&gt;
*Fixed: vehicles colliding with small walls as if they were full length walls&lt;br /&gt;
*Fixed: commander alerts&#039; background drawn with random width&lt;br /&gt;
*Fixed: commander unit info area text drawn with background&lt;br /&gt;
*Fixed: in commander interface, player healthbars were broken in RC11&lt;br /&gt;
*Fixed: players could join a locked squad&lt;br /&gt;
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward&lt;br /&gt;
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not&lt;br /&gt;
*Fixed: dying via falling will black out the player&#039;s screen; if the player went into spectator mode at this point, the screen would remain blacked out&lt;br /&gt;
*Fixed: squad HUD showing blank names for squad members out of network range&lt;br /&gt;
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly&lt;br /&gt;
*Fixed: buildings being recycled still able to be repaired by engineer kit&lt;br /&gt;
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died&lt;br /&gt;
*Modified: added check to revive to ensure the player will be above ground when revived&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 129/RC 11 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: custom performance profiler with real-time logging to a CSV file&lt;br /&gt;
*Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert&lt;br /&gt;
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built&lt;br /&gt;
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built&lt;br /&gt;
*Fixed: NF rpg world model&#039;s normal texture map was defined incorrectly&lt;br /&gt;
*Fixed: BE radar LOD problems&lt;br /&gt;
*Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it&#039;s first fired&lt;br /&gt;
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle&lt;br /&gt;
*Fixed: spectating passengers in vehicles causing problems with spectator camera&lt;br /&gt;
*Fixed: scout going hidden when in a vehicle&lt;br /&gt;
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode&lt;br /&gt;
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map&lt;br /&gt;
*Fixed: background for spectator name was drawn incorrectly when the player&#039;s name contained unicode characters&lt;br /&gt;
*Fixed: players lost their health upgrade skill after being revived&lt;br /&gt;
*Fixed: server crash related to capture point event firing&lt;br /&gt;
*Fixed: server crash related to &amp;quot;FindPickerEntity&amp;quot; function&lt;br /&gt;
*Fixed: players getting stuck in engineer ammo crates&lt;br /&gt;
*Fixed: passenger in vehicle getting credit for running players over&lt;br /&gt;
*Fixed: spectators getting rank points&lt;br /&gt;
*Fixed: controls panel resets all buttons and names when opened&lt;br /&gt;
*Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out&lt;br /&gt;
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 124/RC 10 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: experimental client-side authoritative movement mode which is switched on via &amp;quot;emp_sv_client_auth_movement&amp;quot; convar&lt;br /&gt;
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal&lt;br /&gt;
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance&lt;br /&gt;
*Fixed: squad panel not accepting commands after having joined a squad in a previous map&lt;br /&gt;
*Fixed: issues with missile turrets&lt;br /&gt;
*Fixed: spectator camera roll angle getting stuck on non-zero angle&lt;br /&gt;
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 123/RC 9 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updated emp_glycencity to reduce overall brightness&lt;br /&gt;
*Added: spectators can now see all players, vehicles, and buildings on the minimap&lt;br /&gt;
*Added: &amp;quot;emp_sv_turret_search_interval&amp;quot; (default 0.5) convar to set how much time each turret must wait before searching for a new target&lt;br /&gt;
*Added: spectators can now see the number of reinforcements remaining&lt;br /&gt;
*Added: scout receives a point for sabotaging five buildings&lt;br /&gt;
*Added: minimap maintains separate zoom levels for full and reduced map sizes&lt;br /&gt;
*Fixed: &amp;quot;spray logo&amp;quot; command on the controls menu was not binding the correct command to the key&lt;br /&gt;
*Fixed: engineer build kit not regenerating in the commander interface&lt;br /&gt;
*Fixed: level 3 MG turrets could not keep their targets locked&lt;br /&gt;
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red&lt;br /&gt;
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information&lt;br /&gt;
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit&#039;s HUD extend past the border&lt;br /&gt;
*Fixed: player voted as commander wasn&#039;t reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in&lt;br /&gt;
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything&lt;br /&gt;
*Fixed: client-side vehicle turret acting twitchy&lt;br /&gt;
*Fixed: as commander, unit order buttons would not update when recalling a # group&lt;br /&gt;
*Fixed: when entering a vehicle, the player&#039;s view would not be set to the position the turret was in&lt;br /&gt;
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built&lt;br /&gt;
*Fixed: large buildings (vehicle factories especially) weren&#039;t receiving full damage from explosive weapons&lt;br /&gt;
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards&lt;br /&gt;
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit&lt;br /&gt;
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills&lt;br /&gt;
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander&lt;br /&gt;
*Fixed: line linking player orders from the player to the order location was not using the player&#039;s correct location when in a vehicle&lt;br /&gt;
*Fixed: Brenodi repair pad crane texture not being transparent in black areas&lt;br /&gt;
*Modified: added small time delay from when &amp;quot;emp_unstuck&amp;quot; command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles&lt;br /&gt;
*Modified: moved the location of the name of the person being spectated so that it&#039;s not overlapped by the vehicle heat bar&lt;br /&gt;
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside&lt;br /&gt;
*Modified: lowered the &#039;emp_sv_spawn_protection&#039; default to 3 seconds (was 6 seconds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 122/RC 8 Changes:&lt;br /&gt;
&lt;br /&gt;
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm&lt;br /&gt;
*Added: pressing the &amp;quot;show squad panel&amp;quot; button if the squad panel is open will close it&lt;br /&gt;
*Added: both primary and secondary weapon groups can be fired at the same time&lt;br /&gt;
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes&lt;br /&gt;
*Fixed: turrets would target the commander&#039;s camera in the commander interface&lt;br /&gt;
*Fixed: Brenodi vehicle factory was using wrong LOD model&lt;br /&gt;
*Fixed: vehicle turrets not appearing as black when destroyed&lt;br /&gt;
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface&lt;br /&gt;
*Fixed: enemy commander being spotted by engineer cameras&lt;br /&gt;
*Fixed: grenadier mortar crosshair showing in tanks&#039; driver position&lt;br /&gt;
*Fixed: grenadier in passenger position could damage his own tank with RPG&lt;br /&gt;
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface&lt;br /&gt;
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)&lt;br /&gt;
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it&lt;br /&gt;
*Fixed: grenadier armor detection skill worked while dead&lt;br /&gt;
*Fixed: going to iron sights would deactivate a hidden scout&#039;s darkened HUD affect, giving the false impression that he had lost his hidden status&lt;br /&gt;
*Fixed: Brenodi engineer unable to use his revive ability&lt;br /&gt;
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with&lt;br /&gt;
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid&lt;br /&gt;
*Fixed: squad unlocking everytime the squad leader died&lt;br /&gt;
*Fixed: squad panel not responding&lt;br /&gt;
*Fixed: accepting a squad invite from the popup menu not working&lt;br /&gt;
*Fixed: guns firing two tracers at once&lt;br /&gt;
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive&lt;br /&gt;
*Fixed: mine counter was deducting two mines every time one mine was being defused&lt;br /&gt;
*Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle&lt;br /&gt;
*Fixed: squad member HUD no longer shows dead squad members as having negative health&lt;br /&gt;
*Fixed: touching a ladder as a spectator would alter the player&#039;s movement type and break spectator movement&lt;br /&gt;
*Fixed: vehicle turrets not being client-side, again&lt;br /&gt;
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems&lt;br /&gt;
*Fixed: on the scoreboard, the &amp;quot;Victorious&amp;quot; and &amp;quot;Defeated&amp;quot; labels would stay after the level had changed&lt;br /&gt;
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other&lt;br /&gt;
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated&lt;br /&gt;
*Fixed: crash when spectating a player in a vehicle and he quits&lt;br /&gt;
*Modified: increased speed that buildings under attack flash on the minimap&lt;br /&gt;
*Modified: commanders are no longer notified when an engineer building is built&lt;br /&gt;
*Modified: increased scout rifle damage to 110 (was 60)&lt;br /&gt;
*Modified: lowered RPG damage to 80 (was 105)&lt;br /&gt;
*Modified: lowered mortar damage to 110 (was 120)&lt;br /&gt;
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)&lt;br /&gt;
*Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging&lt;br /&gt;
*Modified: improved player and vehicle collisions&lt;br /&gt;
*Modified: made sure &amp;quot;emp_unstuck&amp;quot; command can find the ground beneath the player before moving them to the new position&lt;br /&gt;
*Modified: if an enemy player is targetted via the commander&#039;s attack order and that player becomes the enemy commander, then he is removed from the attack order&lt;br /&gt;
*Modified: for a commander&#039;s multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed&lt;br /&gt;
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement&lt;br /&gt;
*Modified: renamed &amp;quot;emp_vehicle_mouse_speed&amp;quot; convar to &amp;quot;emp_cl_vehicle_sensitivity_ratio&amp;quot;&lt;br /&gt;
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 116/RC 7 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: increased spawn protection to a default of 6 seconds&lt;br /&gt;
*Fixed: artillery tank cannons shooting low&lt;br /&gt;
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings&lt;br /&gt;
*Fixed: improved unsticking of players when getting stuck in engineer buildings&lt;br /&gt;
*Added: building icons now flash on the minimap when under attack&lt;br /&gt;
*Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats&lt;br /&gt;
*Removed: eliminated missiles and shells from being able to be shot down&lt;br /&gt;
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC&lt;br /&gt;
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 115/RC 6 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money&lt;br /&gt;
*Added: bind for &amp;quot;Choose Commander&amp;quot; in the controls panel to show the Vote Commander screen&lt;br /&gt;
*Fixed: issue with vehicle attachment positions not being accurate&lt;br /&gt;
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client&lt;br /&gt;
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded&lt;br /&gt;
*Added: new ambient sounds for buildings&lt;br /&gt;
*Added: individual explode sounds for each grenade&lt;br /&gt;
*Added: new death explosion sound effects for vehicles&lt;br /&gt;
*Fixed: vehicles sometimes not appearing as black when destroyed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 114/RC 5 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: emp_cyclopean&lt;br /&gt;
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders&lt;br /&gt;
*Added: new version of emp_canyon and emp_crossroads&lt;br /&gt;
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions&lt;br /&gt;
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price&lt;br /&gt;
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view&lt;br /&gt;
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle&lt;br /&gt;
*Fixed: in the commander&#039;s Units panels, buildings were not being listed correctly&lt;br /&gt;
*Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side&lt;br /&gt;
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed&lt;br /&gt;
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining&lt;br /&gt;
*Fixed: certain vehicle MG weapons would do friendly fire damage&lt;br /&gt;
*Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls&lt;br /&gt;
*Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left&lt;br /&gt;
*Fixed: when spawning in an APC, players would sometimes not be given their weapons&lt;br /&gt;
*Fixed (RC4): bug with weapons not firing&lt;br /&gt;
*Fixed: ammo counter acting jittery&lt;br /&gt;
*Fixed: altered both team&#039;s jeeps&#039; collision models so that passengers can shoot out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 113/RC 4 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: removed ability to switch weapons while transitioning to/from iron sights&lt;br /&gt;
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again&lt;br /&gt;
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times&lt;br /&gt;
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly&lt;br /&gt;
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself&lt;br /&gt;
*Fixed (RC3): too bright HDR in emp_glycen&lt;br /&gt;
*Fixed: typo with &amp;quot;need artillery fire at these coordinates&amp;quot;&lt;br /&gt;
*Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities&lt;br /&gt;
*Added: &amp;quot;emp_comm_zoom_speed&amp;quot; console variable to control how fast the commander camera zooms&lt;br /&gt;
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it&lt;br /&gt;
*Fixed (RC3): bullets always coming from players&#039; heads&lt;br /&gt;
*Fixed (RC3): players not being hidden in vehicles like they&#039;re supposed to be &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 112/RC 3 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed (RC2): missing binoculars texture&lt;br /&gt;
*Fixed (RC2): crates having no collision mesh&lt;br /&gt;
*Fixed (RC2): dropping an engineer build object would show a crate no matter what&lt;br /&gt;
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half&lt;br /&gt;
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition&lt;br /&gt;
*Fixed (RC2.5): commander minimap icon was not following the commander&lt;br /&gt;
*Fixed (RC2): vehicle and grenadier&#039;s armor info HUDS were not in the correct position&lt;br /&gt;
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface&lt;br /&gt;
*Fixed (RC2): NF world mortar model showing as &amp;quot;error&amp;quot;&lt;br /&gt;
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed&lt;br /&gt;
*Added: new NF assault rifle model with iron sights as secondary attack&lt;br /&gt;
*Fixed: NF mortar weapon&#039;s shells now shoot exactly from the barrel instead of to the side&lt;br /&gt;
*Added: new NF .50 cal weapon model&lt;br /&gt;
*Added: new NF MG weapon model&lt;br /&gt;
*Fixed: &amp;quot;auto team join&amp;quot; always thinking the NF team had more players&lt;br /&gt;
*Fixed: crash from commander vote&lt;br /&gt;
*Added: progress bar for scout&#039;s sabotage with a &amp;quot;danger: electricity&amp;quot; icon&lt;br /&gt;
*Added: for vehicles running over players, added a hull trace from the vehicle&#039;s previous position to current position in case vehicles are driving too fast to actually contact the player during a frame&lt;br /&gt;
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window&lt;br /&gt;
*Added: new NF scout rifle model and animations&lt;br /&gt;
*Added: new NF smg 2 model and animations&lt;br /&gt;
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation&lt;br /&gt;
*Added: crosshairs to zoomed in scout rifles&lt;br /&gt;
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet&lt;br /&gt;
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback&lt;br /&gt;
*Added: &amp;quot;stamina penalty&amp;quot; for weapon script files which will deduct from the player&#039;s stamina per shot; currently used for MGs&lt;br /&gt;
*Fixed: NF shotty pistol having 300 rounds of ammunition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 108/RC 2 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn&#039;t sabotaged&lt;br /&gt;
*Fixed (RC1): &amp;quot;+use&amp;quot;ing a vehicle factory to build it could crash the game when fully built&lt;br /&gt;
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired&lt;br /&gt;
*Fixed: weapon reloads would appear to finish in &amp;lt; 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading&lt;br /&gt;
*Fixed (RC1): voice status HUD was not showing when speaking&lt;br /&gt;
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn&lt;br /&gt;
*Modified (RC1): players can now send messages while commander voting is occuring&lt;br /&gt;
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones&lt;br /&gt;
*Fixed (RC1): missing binoculars zoom overlay texture&lt;br /&gt;
*Fixed (RC1): commander name font size stays the same no matter what resolution now&lt;br /&gt;
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly&lt;br /&gt;
*Fixed: improved the accuracy of pointing at and using the vehicle factory console&lt;br /&gt;
*Fixed: tracers now correctly come from the player weapon&#039;s muzzle&lt;br /&gt;
*Fixed: added env_tonemap_controller entity&lt;br /&gt;
*Fixed: &amp;quot;game_text&amp;quot; entity was not showing its text on the screen when activated&lt;br /&gt;
*Added: new NF shotgun pistol model&lt;br /&gt;
*Added: env_tonemap_controller entity&lt;br /&gt;
*Added: color_correction entity&lt;br /&gt;
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%&lt;br /&gt;
*Added: replaced Valve start up video with the Empires logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 107/RC 1 Changes:&lt;br /&gt;
&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
*Fixed: commander able to be hurt (ie from water or explosions)&lt;br /&gt;
*Modified: players in vehicles no longer create ragdolls when they die&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone&lt;br /&gt;
*Fixed: exploit where a player could build a vehicle with weapons it&#039;s not supposed to have, thanks dizzyone&lt;br /&gt;
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it&lt;br /&gt;
*Fixed: concussion grenade were no longer blinding players with the new sdk&lt;br /&gt;
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit&lt;br /&gt;
*Added: commander can now select and recycle walls, even ones he hasn&#039;t built; only those built by the commander will give back any resources though&lt;br /&gt;
*Modified: improved turret code to be more efficient/use less cpu&lt;br /&gt;
*Added: &#039;emp_sv_max_turrets&#039; cvar that limits how many turrets the commander can build; turrets no longer count for the team&#039;s build limit&lt;br /&gt;
*Added: &#039;emp_sv_max_walls&#039; cvar that limits how many walls the commander can build&lt;br /&gt;
*Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects&lt;br /&gt;
*Added: &#039;emp_unstuck&#039; command to move you if you&#039;re stuck in an object, will only work if it detects you&#039;re stuck&lt;br /&gt;
*Added: vehicles now collide with players and deal collision damage to enemy players&lt;br /&gt;
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation&lt;br /&gt;
*Fixed: recycling a building with less than full health wouldn&#039;t give back any resources&lt;br /&gt;
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area&lt;br /&gt;
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera&lt;br /&gt;
*Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)&lt;br /&gt;
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it&#039;s destroyed by a team mate, the scout receives a rank point&lt;br /&gt;
*Added: damaged vehicles emit smoke from their engines (use &amp;quot;emp_vehicle_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Added: damaged buildings emit smoke from multiple places (use &amp;quot;emp_building_smokeinterval&amp;quot; to set how often smoke is created per second, 0 = no smoke created)&lt;br /&gt;
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle&lt;br /&gt;
*Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius&lt;br /&gt;
*Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle&lt;br /&gt;
*Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with &amp;quot;emp_comm_fogofwar 1&amp;quot;&lt;br /&gt;
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly&lt;br /&gt;
*Added: &#039;emp_sv_spawn_protection&#039; cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds&lt;br /&gt;
*Added: tanks with the faster engines slow down when turning to prevent spinning out&lt;br /&gt;
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team&lt;br /&gt;
*Added: player chat is now colored based on the person&#039;s team (NF = red, BE = blue), commander chat is a lighter version of the team&#039;s color (only team mates of the commander see this)&lt;br /&gt;
*Fixed: exploit where commander could use engineer build kit while in commander interface&lt;br /&gt;
*Added: the commander&#039;s name is printed in the top left corner&lt;br /&gt;
*Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)&lt;br /&gt;
*Fixed: placing a mine when eight were already placed, would not update the new mine&#039;s placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed&lt;br /&gt;
*Added: redid the grenadier&#039;s armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier&#039;s HUD showing armor levels and hull health of the targetted vehicle&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built turret&lt;br /&gt;
*Added: above the health bar, added a health indicator for an engineer&#039;s built camera/radar&lt;br /&gt;
*Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so&lt;br /&gt;
*Modified: added a slightly transparent black background to chat text to make it more visible&lt;br /&gt;
*Fixed: commander can no longer build in water&lt;br /&gt;
*Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status&lt;br /&gt;
		Buildings are affected as follows:	refinery - outputs half as many resources&lt;br /&gt;
								barracks - spawning players receive half their total amount of health&lt;br /&gt;
								radar - shows friendly units to the enemy instead of enemy units to friendlies&lt;br /&gt;
								armory - ammo and health crates take twice as long to give ammo/health&lt;br /&gt;
								repair bay - takes twice as long to repair a vehicle&lt;br /&gt;
								vehicle factory - vehicles are built with half of their total health and armor&lt;br /&gt;
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen&lt;br /&gt;
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill&lt;br /&gt;
*Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range&lt;br /&gt;
*Added: events in the FGD for buildings to let map makers get output events from buildings when they&#039;re fully built and when they&#039;re killed&lt;br /&gt;
*Added: events in the FGD for when a refinery is placed on a resource node for both teams&lt;br /&gt;
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.&lt;br /&gt;
*Fixed: on level change, the commander interface now resets the research tree position to the start point&lt;br /&gt;
*Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed&lt;br /&gt;
*Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface&lt;br /&gt;
*Fixed: passenger names in vehicles sometimes showing as &amp;quot;unconnected&amp;quot;&lt;br /&gt;
*Added: new squad selection panel shown via &amp;quot;choosesquad&amp;quot; command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad&lt;br /&gt;
*Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader&lt;br /&gt;
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle&lt;br /&gt;
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%&lt;br /&gt;
*Added: new Brenodi grenade model&lt;br /&gt;
*Added: new NF RPG model&lt;br /&gt;
*Modified: BSID updated many weapons and vehicle settings&lt;br /&gt;
*Added: new minimaps done by Jcw87&lt;br /&gt;
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading&lt;br /&gt;
*Modified: scaled down all NF building textures to take up less texture space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 92 Changes:&lt;br /&gt;
&lt;br /&gt;
*Added: new NF landmine&lt;br /&gt;
*Fixed: all NF grenades have the new model and operate correctly&lt;br /&gt;
*Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)&lt;br /&gt;
*Modified: decreased NF light tank gear ratio to minimize spinning out&lt;br /&gt;
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows&lt;br /&gt;
*Added: new controls configuration panel on the title screen (accessed via &#039;Controls&#039; item).  It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.&lt;br /&gt;
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map&lt;br /&gt;
*Modified: commander camera move speed code so that the &amp;quot;emp_comm_move_speed&amp;quot; cvar has more control over the speed of the camera&#039;s movement where before it only minimally affected movement speed&lt;br /&gt;
*Modified: set players in a jeep as crouching instead of standing up&lt;br /&gt;
*Added: converted Empires player models to HL2DM animation system&lt;br /&gt;
*Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash&lt;br /&gt;
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander&lt;br /&gt;
*Added: new NF pistol model and animations&lt;br /&gt;
*Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)&lt;br /&gt;
*Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)&lt;br /&gt;
*Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)&lt;br /&gt;
*Fixed: commander wouldn&#039;t hear the build sound effect when placing walls&lt;br /&gt;
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo&lt;br /&gt;
*Fixed: weapon melee attacks would not delay primary attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
Version 1.08 Beta Build 86 Changes:&lt;br /&gt;
&lt;br /&gt;
*Modified: moved to HL2DM player animation&lt;br /&gt;
*Fixed: vehicle client-side turret control was jittering due to client-side prediction&lt;br /&gt;
*Added: implemented client-side movement&lt;br /&gt;
*Added: new muzzle flash effects for all weapons&lt;br /&gt;
*Added: vehicles jump into the air when they die&lt;br /&gt;
*Fixed: player client-side movement teleport issues&lt;br /&gt;
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive&lt;br /&gt;
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse&lt;br /&gt;
*Added: &amp;quot;Log Out&amp;quot; button to commander GUI&lt;br /&gt;
*Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn&#039;t research anything&lt;br /&gt;
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game&lt;br /&gt;
*Fixed: the commander was able to recycle an engineer built turret&lt;br /&gt;
*Modified: altered squad HUD member listing to only show each member&#039;s name and their health&lt;br /&gt;
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack&lt;br /&gt;
*Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location&lt;br /&gt;
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war&lt;br /&gt;
*Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding&lt;br /&gt;
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored&lt;br /&gt;
*Added: &#039;emp_comm_jumptoalert&#039; console command which will center the commander camera over an alert&#039;s location&lt;br /&gt;
*Added: optimized NF building models&lt;br /&gt;
*Fixed: NF vehicles had &amp;quot;nocull&amp;quot; textures which was unoptimized&lt;br /&gt;
*Modified: increased horsepower for all tank engines&lt;br /&gt;
&lt;br /&gt;
=Version 1.071 Beta =&lt;br /&gt;
&#039;&#039;This is a client-only patch to version 1.07 which needs to be installed first.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
July 30, 2006&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)&lt;br /&gt;
*Crashes related to Commander HUD unit status area&lt;br /&gt;
*Commander GUI buttons not registering mouse clicks correctly in widescreen&lt;br /&gt;
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn&#039;t have an aspect ratio of 4:3&lt;br /&gt;
&lt;br /&gt;
=Version 1.07 Beta=&lt;br /&gt;
&lt;br /&gt;
July 21, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New missile and shell models created by Hellion&lt;br /&gt;
*New convar &amp;quot;emp_vehicle_mouse_speed&amp;quot; which acts a multiplier for mouse speed when controlling a vehicle&#039;s turret&lt;br /&gt;
*New background image created by ^Dee^&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi team was able to build past the server&#039;s building limit&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver&#039;s name&lt;br /&gt;
*Commander still able to research even though all of the team&#039;s radars have been destroyed&lt;br /&gt;
*Research countdown timer on the commander&#039;s HUD freezing when anything other than the research tab is selected&lt;br /&gt;
*&amp;quot;Attempting to precache model, but model name is NULL&amp;quot; server console error appearing often&lt;br /&gt;
*1.06 linux server was not compiled correctly, preventing players from joining the server&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Escort - alterations to last two flags to require more than one person to cap&lt;br /&gt;
*Gauntlet - fixed issues that were causing the map to crash often&lt;br /&gt;
*MValley - many new changes&lt;br /&gt;
*Increased NF assault rifle damage from 35 to 42&lt;br /&gt;
&lt;br /&gt;
=Unofficial Version 1.064 Beta=&lt;br /&gt;
&lt;br /&gt;
July 12, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Spectating a player now shows their name on your screen&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Spectating a player now correctly shows their health and ammo&lt;br /&gt;
*In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected&lt;br /&gt;
*HUD elements were being resized above normal if the user was using a widescreen resolution&lt;br /&gt;
*Exiting the commander mode sometimes causing a crash&lt;br /&gt;
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned&lt;br /&gt;
*Miscellaneous commander crashes&lt;br /&gt;
&lt;br /&gt;
{{Note|Please note that this patch is not official yet, but rather a hotfix to try and resolve issues with crashing whlile in Commander mode.  A real patch will be available soon.}}&lt;br /&gt;
&lt;br /&gt;
=Version 1.06 Beta=&lt;br /&gt;
&lt;br /&gt;
July 1, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map - MValley by R_yell&lt;br /&gt;
*New Map - Slaughtered by Hellion&lt;br /&gt;
*New Map - Gauntlet by Doobie&lt;br /&gt;
*Revised Map - Escort by Doobie&lt;br /&gt;
*Tank rotate in place when at slow or still speeds&lt;br /&gt;
*&#039;emp_comm_restrict&#039; brush entity that prevents either commander from building in the occupying area&lt;br /&gt;
*silhouette for binoculars when zoomed in&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Brenodi ML level 2 turrets did not work&lt;br /&gt;
*Server crash related to armory or barracks being destroyed&lt;br /&gt;
*Memory leak that would lead to a server crash after an extended period of time&lt;br /&gt;
*&#039;emp_sv_player_think&#039; cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar&lt;br /&gt;
*Turrets not able to hit players who are standing right next to the turret&lt;br /&gt;
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped&lt;br /&gt;
*Cannon kickback being inconsistent with actual firing&lt;br /&gt;
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner&#039;s vehicle&lt;br /&gt;
*Vehicle passengers always being parented to the vehicle&#039;s main body even if the position is associated with the turret&lt;br /&gt;
*Commander able to suicide and become invincible&lt;br /&gt;
*The vehicle HUD&#039;s chassis health indicator now scales with resolution to not get too large&lt;br /&gt;
*Changing teams now resets the player&#039;s class and spawn point selection&lt;br /&gt;
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly&lt;br /&gt;
*Vehicles can receive orders correctly now&lt;br /&gt;
*Units that are outside the commander&#039;s PVS/network update distance will now remain selected, will update their position, and can receive orders&lt;br /&gt;
*The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance&lt;br /&gt;
*The second seat on the NF jeep was not positioning the player in the correct location&lt;br /&gt;
*The commander unable to see enemy units when in the driver position of the command vehicle&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Matched NF Assault Rifle&#039;s damage to the BE Assault Rifle&lt;br /&gt;
*Increased HMG weapon damage from 20 to 25&lt;br /&gt;
*Halved movement speed when zoomed in&lt;br /&gt;
&lt;br /&gt;
=Version 1.05 Beta=&lt;br /&gt;
&lt;br /&gt;
May 13, 2006&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat&lt;br /&gt;
*Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.&lt;br /&gt;
*When a team wins, the winner is written in the chat area&lt;br /&gt;
*When the game ends, the winner and loser are declared on the score board&lt;br /&gt;
*In the F popup menu, added a &amp;quot;Kick Commander&amp;quot; button to the squad menu area which votes to kick the team&#039;s commander&lt;br /&gt;
*&amp;quot;emp_sv_kick_commander_be&amp;quot; and &amp;quot;emp_sv_kick_commander_nf&amp;quot; server side commands to automatically eject a team&#039;s commander from the command vehicle, just like if a vote to kick the commander succeeded&lt;br /&gt;
*On the scoreboard, the number of players for each team is listed next to the team&#039;s name&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly&lt;br /&gt;
*Some players as commander were still crashing in relation to client-side physics&lt;br /&gt;
*Scout&#039;s hide ability turning on and off when the player&#039;s rank was equal to or greater than Sergeant (E-4)&lt;br /&gt;
*Scout being able to hide, then walk around freely while staying hidden by using binoculars&lt;br /&gt;
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots&lt;br /&gt;
*Turrets not shooting crouched players&lt;br /&gt;
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw&lt;br /&gt;
*Engineer kit wasn&#039;t starting with full ammo on spawn&lt;br /&gt;
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit&#039;s ammo&lt;br /&gt;
*Engineer grenades healing enemy buildings if it explodes far enough away from the building&lt;br /&gt;
*If a team can&#039;t spawn due to running out of tickets and all players on that team are dead, then the game will now end&lt;br /&gt;
*Blood spray was not being shown when a player was shot&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds&lt;br /&gt;
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull&lt;br /&gt;
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)&lt;br /&gt;
*Closing the MOTD screen will immediately bring up the team selection screen&lt;br /&gt;
*Increased mortar explosion radius from 150 inches to 210 inches&lt;br /&gt;
*Increased NF shotgun pistol damage from 10 to 12 per bullet&lt;br /&gt;
*The Increased Movement skill no longer drains stamina continuously&lt;br /&gt;
*The Rifleman&#039;s Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player.  If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.&lt;br /&gt;
*Reduced force knockback from being shot by a player by half&lt;br /&gt;
*On the scoreboard, the classes of the enemy players are not shown&lt;br /&gt;
*APCs are now correctly shown as only having one slot for an engine&lt;br /&gt;
*Vehicles can now hurt themselves with their own weapons&lt;br /&gt;
*Vehicles can now be customized even if there are insufficient resources to build the vehicle&lt;br /&gt;
*Increased spread for all pistols&lt;br /&gt;
&lt;br /&gt;
==Removals==&lt;br /&gt;
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip&lt;br /&gt;
&lt;br /&gt;
=Version 1.04 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*New version of emp_canyon map to fix glitches&lt;br /&gt;
*New version of emp_escort map with fixes and modifications&lt;br /&gt;
*New map emp_badland; it&#039;s a large commander based map with fog&lt;br /&gt;
*Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the &amp;quot;Help Guide&amp;quot; button will load up the Empires manual&lt;br /&gt;
*Anything spotted via the F voice menu or the scout&#039;s binoculars will have a blinking red indicator over it for all players in the HUD&lt;br /&gt;
*Brenodi Empire specific textures for the engineer radar and camera&lt;br /&gt;
*Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck&lt;br /&gt;
*APCs have spawn points, if the vehicle isn&#039;t full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside&lt;br /&gt;
*APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Map placed turrets now work and their level can be defined within the entity properties in Hammer&lt;br /&gt;
*Barracks spawn points would not always show up/would be grouped together with another barracks&lt;br /&gt;
*Explosions could hurt players through buildings and vehicles&lt;br /&gt;
*Artillery tank cannon appearing backwards&lt;br /&gt;
*Can&#039;t switch from the RPG until it&#039;s fully reloaded&lt;br /&gt;
*Scouts using hide could stay hidden when firing&lt;br /&gt;
*Players in an armory when the armory dies/recycles able to change class anywhere on the map&lt;br /&gt;
*Engineers can no longer revive players who suicide&lt;br /&gt;
*Grenadiers could fire the mortar in the air by jumping and ducking&lt;br /&gt;
*Grenadier&#039;s armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout&#039;s hide problem in 1.02&lt;br /&gt;
*Command vehicle appearing as the enemy team&#039;s color when first joining the team&lt;br /&gt;
*Repair stations could repair either team&#039;s vehicles&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Reduced tank turret sensitivity&lt;br /&gt;
*Reduced MG turret rate of fire for all levels&lt;br /&gt;
*Increased rifleman&#039;s max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60&lt;br /&gt;
*Increased kick of both IMP and NF assault rifles&lt;br /&gt;
*On spawn, all players receive 1/3 of their total ammo for each weapon&lt;br /&gt;
*Removed weapon accuracy penalty when the scout uses his hide skill&lt;br /&gt;
*Raised the player&#039;s viewpoint when crouching to more accurately reflect the location of the player&#039;s head&lt;br /&gt;
*Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again&lt;br /&gt;
*Set default &amp;quot;zoom_sensitivity_ratio&amp;quot; convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in&lt;br /&gt;
*On death, set vehicle velocity to zero&lt;br /&gt;
*When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units&lt;br /&gt;
*Enemy engineer cameras and radars no longer restrict the commander&#039;s ability to place buildings&lt;br /&gt;
*The scout now retains his crosshair when hiding&lt;br /&gt;
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)&lt;br /&gt;
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds&lt;br /&gt;
*Moved capture point flag model animations client-side&lt;br /&gt;
*Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage&lt;br /&gt;
&lt;br /&gt;
=Version 1.031 Beta=&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Artillery tank cannon was backwards due to the new client-side turrets&lt;br /&gt;
&lt;br /&gt;
=Version 1.03 Beta=&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
*Vehicle turrets are now handled client-side to eliminate lag&lt;br /&gt;
*Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds&lt;br /&gt;
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Scout&#039;s hide was broken with 1.02&lt;br /&gt;
*Spectator was causing the client to crash due to an error with the new minimap code&lt;br /&gt;
*Random commander GUI based crash due to an uninitialized research variable&lt;br /&gt;
*As the commander, selected turrets were not showing the correct image in the selected unit area&lt;br /&gt;
*Buildings no longer animate while dead (radar spin, turret rotation, etc)&lt;br /&gt;
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)&lt;br /&gt;
*Changing seats in a vehicle causing the vehicle to stop momentarily&lt;br /&gt;
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)&lt;br /&gt;
*Vehicle presets wouldn&#039;t save if your language setting was anything other than &amp;quot;English&amp;quot;&lt;br /&gt;
*Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)&lt;br /&gt;
*Made changes to the research tree&lt;br /&gt;
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid&lt;br /&gt;
*Improved engineer repair kit regenerating while not in hand or while in a vehicle&lt;br /&gt;
*For engineer revive, increased the distance the ragdoll can be from where the player actually died&lt;br /&gt;
*A player&#039;s ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not&lt;br /&gt;
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage&lt;br /&gt;
*Set engineer camera and radar and radar building to detect players/vehicles through objects&lt;br /&gt;
*Increased default tickets to 200 per side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1.02 Beta=&lt;br /&gt;
==Additions==&lt;br /&gt;
*Removed some unnecessary building and tank network vars that were wasting bandwidth&lt;br /&gt;
*&#039;emp_sv_refinery_interval&#039; server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)&lt;br /&gt;
*New cvar &#039;emp_sv_player_think&#039; to set the frequency of the player&#039;s post think function which takes up a decent chunk of the server&#039;s cpu time when running every single frame&lt;br /&gt;
==Fixes==&lt;br /&gt;
*Commander crash when having only one unit selected and that unit dies&lt;br /&gt;
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to &amp;quot;v&amp;quot;&lt;br /&gt;
*Bots now spawn when using the commands &amp;quot;bot_add_nf&amp;quot; or &amp;quot;bot_add_imp&amp;quot;, all they do is run around&lt;br /&gt;
*Using the &amp;quot;f&amp;quot; voice menu while holding crouch would skip the second tier menu&lt;br /&gt;
*Unbuilt armory giving ammo to vehicles&lt;br /&gt;
*A player&#039;s rank in the squad menu was being displayed as one rank higher than it actually was&lt;br /&gt;
*Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)&lt;br /&gt;
*On the team select screen, &#039;Northern Faction&#039; was misspelled once and the objectives were the same for both teams&lt;br /&gt;
*The Brenodi APC &amp;amp; AFV had areas near the front which were being treated as rear armor instead of side armor&lt;br /&gt;
*Players can no longer block the vehicle factory build area to prevent vehicles from being created&lt;br /&gt;
*If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn&#039;t created&lt;br /&gt;
*Inverted mouse pitch now works when aiming a vehicle turret&lt;br /&gt;
*A player who team kills another player loses a rank point instead of gaining one&lt;br /&gt;
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad&#039;s earned points go toward extra squad points&lt;br /&gt;
*Commander in command view was able to be killed even though he was invisible&lt;br /&gt;
*Server crash when spotting a tank&#039;s turret with the scout&#039;s binoculars&lt;br /&gt;
*Server crash when a tank&#039;s turret would collide with a mine&lt;br /&gt;
*Server crash when a homing missile&#039;s target was removed while the homing missile was still alive and tracking it&lt;br /&gt;
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta&lt;br /&gt;
*NF scout rifle was missing its deathmessage icon&lt;br /&gt;
*On death messages in the HUD, the weapon name no longer get cut off&lt;br /&gt;
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player&lt;br /&gt;
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server&lt;br /&gt;
*Optimized building collision meshes to reduce cpu usage&lt;br /&gt;
*HUD now works with widescreen resolution&lt;br /&gt;
*On suicide, a player no longer gains a rank point&lt;br /&gt;
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Moved turret rotation to the client when not attacking to save on bandwidth&lt;br /&gt;
*Optimized turret range checking code for less cpu usage&lt;br /&gt;
*Optimized commander visibility range checking code&lt;br /&gt;
*Cut out the parts on the client dealing with physics collisions that were causing crashes&lt;br /&gt;
*Optimized the player&#039;s think functions to reduce cpu usage&lt;br /&gt;
*Increased cost of all vehicle chassis&lt;br /&gt;
*Increased cost of all vehicle engines&lt;br /&gt;
*Increased cost of all vehicle armor&lt;br /&gt;
*Reduced standing spread on most infantry weapons&lt;br /&gt;
*Reduced bio MG total damage done over time to 80 down from 300&lt;br /&gt;
*At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard&lt;br /&gt;
*A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface&lt;br /&gt;
*Increased max player limit to 64&lt;br /&gt;
*Added &amp;quot;emp_env_embers&amp;quot; map entity which copies the &amp;quot;env_embers&amp;quot; entity but allows setting of the start and end sizes&lt;br /&gt;
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves&lt;br /&gt;
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo&lt;br /&gt;
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified&lt;br /&gt;
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team&lt;br /&gt;
*Made the local player arrow icon brighter&lt;br /&gt;
*Made the local player arrow show even when inside a vehicle&lt;br /&gt;
*No players can spawn when there is only one reinforcement remaining&lt;br /&gt;
&lt;br /&gt;
=Version 1.01 Beta=&lt;br /&gt;
March 17, 2006&lt;br /&gt;
==Additions==&lt;br /&gt;
*Linux server.so for running a linux server&lt;br /&gt;
*&#039;emp_sv_vehicle_resource_interval&#039; and &#039;emp_sv_player_resource_interval&#039; cvars for setting the interval between updating player &amp;amp; vehicle resource managers which send all info needed for the minimap&lt;br /&gt;
*&#039;emp_sv_vehicle_fadout_time&#039; cvar for determining how long vehicle wreckage exists before being removed&lt;br /&gt;
*&#039;emp_sv_netvisdist_player&#039;, &#039;emp_sv_netvisdist_building&#039;, &#039;emp_sv_netvisdist_vehicle&#039;, and &#039;emp_sv_netvisdist_commander&#039; cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities&lt;br /&gt;
*Support for &#039;mp_autoteambalance&#039;, if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players&lt;br /&gt;
*&#039;emp_sv_vehicle_selfdestruct_time&#039; cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die&lt;br /&gt;
*Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth&lt;br /&gt;
*Three new voice taunts&lt;br /&gt;
*&amp;quot;commander under attack&amp;quot; warning when the commander takes damage, only played once every 30 seconds&lt;br /&gt;
*&amp;quot;&amp;lt;building name&amp;gt; under attack&amp;quot; warning when a building takes damage, only played once every 30 seconds&lt;br /&gt;
*Map specific config files located in the &amp;quot;/cfg/maps/&amp;quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)&lt;br /&gt;
==Fixes==&lt;br /&gt;
*A research item was missing an icon&lt;br /&gt;
*Brenodi Empires could continue to build vehicles past their limit&lt;br /&gt;
*&#039;mp_timelimit&#039; works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second&lt;br /&gt;
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops&lt;br /&gt;
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines&lt;br /&gt;
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)&lt;br /&gt;
*Reduced network bandwidth used by minimap&lt;br /&gt;
*The player in the last slot on a server was not being shown on the scoreboard&lt;br /&gt;
*Northern Faction MG Level 3 turret&#039;s barrels were spaced too far apart to hit infantry&lt;br /&gt;
*Crash when canceling/completing an order and the target of the order was already removed from the game&lt;br /&gt;
*Crash when trying to issue praise to a squadmate that didn&#039;t exist&lt;br /&gt;
*Crash when a shell/mortar detonated and couldn&#039;t find its owner&lt;br /&gt;
*Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed&lt;br /&gt;
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation&lt;br /&gt;
*Crash when denying a player from joining your squad&lt;br /&gt;
*Various client crashes (the big crash that affects everyone is a real pain, it&#039;s not fixed but it&#039;s rearranged to give me more info in the memory dumps on what exactly is going wrong)&lt;br /&gt;
==Modifications==&lt;br /&gt;
*Increased horsepower for some vehicle engines&lt;br /&gt;
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)&lt;br /&gt;
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking&lt;br /&gt;
*Reduced time spent calculating physics&lt;br /&gt;
*Set voice commands to require at least a 3 second wait time before issuing another command&lt;br /&gt;
*Added a larger arrow over the local player on the minimap&lt;br /&gt;
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer&#039;s build at 1 HP per every 0.2 seconds)&lt;br /&gt;
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed&lt;br /&gt;
*A scout&#039;s rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)&lt;br /&gt;
*Scout&#039;s invisibility now goes into effect even if the scout is not touching anything (50% transparency)&lt;br /&gt;
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving&lt;br /&gt;
*Instead of putting &#039;(Comm)&#039; in front of the commander&#039;s name, the commander&#039;s class is set to &#039;Commander&#039;&lt;br /&gt;
*Engineers get points for repairing the commander&#039;s walls&lt;br /&gt;
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though&lt;br /&gt;
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won&#039;t drive up onto them and get stuck&lt;br /&gt;
*Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort&lt;br /&gt;
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long&lt;br /&gt;
==Removals==&lt;br /&gt;
*Engineer&#039;s ability to build buildings via &#039;+use&#039;&lt;br /&gt;
&lt;br /&gt;
=Version 1.0 Beta=&lt;br /&gt;
March 4, 2006&lt;br /&gt;
&lt;br /&gt;
*Initial Release&lt;br /&gt;
*Added: ALL&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_cyclopean&amp;diff=4848</id>
		<title>Talk:Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_cyclopean&amp;diff=4848"/>
		<updated>2007-09-17T03:53:05Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Sniper City --&amp;gt; Urban Combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone should write something about this map, it&#039;s a pretty good one. - KT--[[User:Knighttemplar|Knighttemplar]] 13:21, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would, but I haven&#039;t played it enough to grasp the details and tactics and whatnot. The last two times I played it people just wanted to race (I gladly obliged). After I play it more, I&#039;ll come up with as much as possible.--[[User:The Buttery Lobster|The Buttery Lobster]] 14:10, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The minimap shown in the article image is outdated. Current cylcopean versions have the refs in the NW on weird platforms, and i think the city is different. Also, why is the map listed under community? Checking the forum thread, Halbradour, the creator, is listed as a Developer. Also, the screenshots are out-dated. Should someone put some sort of disclaimer under them? I don&#039;t think it&#039;s needed, but I don&#039;t know wiki/internet protocols--[[User:The Buttery Lobster|The Buttery Lobster]] 14:29, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
R_yell, Solokiller, and Hellion are also listed as developers now, but the maps started out as community made custom maps, that&#039;s why that section is there. --[[User:Arklansman|Arklansman]] 16:30, 26 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i would like to mention how effective grenadiers are in the city under the &amp;quot;sniper paradise&amp;quot; infantry tactic. If they mine the ladder to the skyscraper they climb up, they can be tough as hell to dislodge. please detail why you feel this isn&#039;t worth including, pm me if you want (empires forum, duh) but at the very least I think there should be a brief mention of it.--[[User:The Buttery Lobster|The Buttery Lobster]] 16:56, 16 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I renamed the section to &amp;quot;Urban Combat&amp;quot; tactic and made the reference broader to just the scout. Any class can take advantage of the rooftops and overpasses. Grenadiers can take out armor pretty easy, riflemen can wreak havoc with their rifles and grenades and engineers can keep base expansions at bay pretty easily with seismic grenades and turrets. The city fighting on Cyclopean is fun for all classes.  --[[User:L3TUC3|L3TUC3]] 23:53, 16 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4847</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4847"/>
		<updated>2007-09-17T03:47:24Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Unit and Infantry Tactics */  Renamed Sniper City to Urban Combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west, and are similarly armed.&lt;br /&gt;
&lt;br /&gt;
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.&lt;br /&gt;
&lt;br /&gt;
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.&lt;br /&gt;
&lt;br /&gt;
Cyclopean&#039;s central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city&#039;s years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Ignore the Lake:&#039;&#039;&#039; While it is true that you&#039;re not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn&#039;t see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawns in the City:&#039;&#039;&#039; There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy&#039;s line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make &#039;&#039;absolutely sure&#039;&#039; that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Refineries:&#039;&#039;&#039; This position is more difficult to set up as a permanent base than the city, owing to the fact that there&#039;s only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don&#039;t depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Urban Combat:&#039;&#039;&#039; The city is a infantryman&#039;s paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned [[Scout]] or [[Grenadier]] can make the city a nightmare for enemy troops and armor.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The City:&#039;&#039;&#039; Not only does the city look absolutely amazing, but it&#039;s also easily fortified and carries two resource nodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam:&#039;&#039;&#039; There is a resource node located at the foot of the dam which generates resources at a faster rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The North Hills:&#039;&#039;&#039; The hills contain two elevated resource nodes that can be easily fortified.&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4846</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4846"/>
		<updated>2007-09-17T03:44:02Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west, and are similarly armed.&lt;br /&gt;
&lt;br /&gt;
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.&lt;br /&gt;
&lt;br /&gt;
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.&lt;br /&gt;
&lt;br /&gt;
Cyclopean&#039;s central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city&#039;s years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Ignore the Lake:&#039;&#039;&#039; While it is true that you&#039;re not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn&#039;t see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawns in the City:&#039;&#039;&#039; There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy&#039;s line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make &#039;&#039;absolutely sure&#039;&#039; that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Refineries:&#039;&#039;&#039; This position is more difficult to set up as a permanent base than the city, owing to the fact that there&#039;s only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don&#039;t depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Sniper City:&#039;&#039;&#039; The city is a scout&#039;s paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned infantryman can make the city a nightmare for enemy troops.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The City:&#039;&#039;&#039; Not only does the city look absolutely amazing, but it&#039;s also easily fortified and carries two resource nodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam:&#039;&#039;&#039; There is a resource node located at the foot of the dam which generates resources at a faster rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The North Hills:&#039;&#039;&#039; The hills contain two elevated resource nodes that can be easily fortified.&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4845</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4845"/>
		<updated>2007-09-17T03:32:44Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west, and are similarly armed.&lt;br /&gt;
&lt;br /&gt;
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.&lt;br /&gt;
&lt;br /&gt;
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.&lt;br /&gt;
&lt;br /&gt;
Cyclopean&#039;s central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city&#039;s years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Ignore the Lake:&#039;&#039;&#039; While it is true that you&#039;re not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn&#039;t see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawns in the City:&#039;&#039;&#039; There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy&#039;s line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make &#039;&#039;absolutely sure&#039;&#039; that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wild Refineries:&#039;&#039;&#039; This position is more difficult to set up as a permanent base than the city, owing to the fact that there&#039;s only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don&#039;t depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Sniper City:&#039;&#039;&#039; The city is a scout&#039;s paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned infantryman can make the city a nightmare for enemy troops.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The City:&#039;&#039;&#039; Not only does the city look absolutely amazing, but it&#039;s also easily fortified and carries two resource nodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dam:&#039;&#039;&#039; The dam contains a resource node that generates resources at a faster rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The North Hills:&#039;&#039;&#039; The hills contain two elevated resource nodes that can be easily fortified.&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4818</id>
		<title>Map:emp cyclopean</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_cyclopean&amp;diff=4818"/>
		<updated>2007-09-16T00:38:43Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* General Map Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|[[Maps]] &amp;gt; emp_cyclopean }}&lt;br /&gt;
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west and is similarly armed. The small city to the south-east is detailed, containing many alleys, streets, nooks, and crannies. The city was powered by the two resource nodes that can be found at street level, and the majority of it&#039;s buildings are centered around these. However, faced with full-on factional conflict, it&#039;s citizens quickly abandoned the city leaving only empty buildings and the now-untapped nodes. The wilderness to the north-west has a great deal of terrain to scale and much tree cover, but was important to the region due to it&#039;s large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes. The map&#039;s central lake was once an ecological gem in the region and what attracted the city&#039;s settlers in the first place. Yet it is now devoid of life and in danger of drying up completely, thanks to the city&#039;s years of exploitation and the nearby dam. The resource nodes near it, which once required small shoreline processing plants, are now accessible by land.&lt;br /&gt;
&lt;br /&gt;
== Commander Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Squad Level Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Unit and Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://empires.m00.de/details.php?file=25 empires.m00.de]&lt;br /&gt;
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg] &lt;br /&gt;
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_cyclopean]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:con_urbanchaos&amp;diff=4817</id>
		<title>Map:con urbanchaos</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:con_urbanchaos&amp;diff=4817"/>
		<updated>2007-09-16T00:34:51Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_urbanchaos}}&lt;br /&gt;
[[Image:Emp urbanchaos.jpg|thumb|right|250px|Minimap of Emp_Urbanchaos]]&lt;br /&gt;
&lt;br /&gt;
== General Map Information ==&lt;br /&gt;
Urban Chaos is a map with its main focus on close-quarter urban fighting between the [[Northern Faction]] and the [[Brenodi Empire]].&lt;br /&gt;
The conflict centers around one big avenue and the locations of interest along it. Even though the maps main focus is infantry combat, both factions have access to light vehicles.&lt;br /&gt;
&lt;br /&gt;
Although this map plays according to the [[Gameplay_Types|conquest]] mechanic, it is not like [[map:emp_district402|district402]] in that the flags do not have to be captured in any particular sequence. This opens up new tactical possibilities to both factions, such as opening up a new front to the enemy&#039;s rear, effectively trapping them.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;The Office Building&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This building is the very reason for the [[Brenodi Empire|Brenodi]] imperial outpost just a few buildings away. It houses research labs vital to the success of the entire campaign in this region, and plans for new aircraft that simply cannot fall into northern faction hands.&lt;br /&gt;
If the [[Brenodi Empire]] lose this building, the battle will be all over for them. They must fight to the last man to ensure that it stays in their hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Administrative Building&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This building house the city&#039;s pre-conflict archives, and also holds archives of taxes and other things relevant for the ones set on governing the city.&lt;br /&gt;
During the conflict, this building and it&#039;s courtyard have become a vital point because of this data, and holding it will indeed be vital to the success of the struggle in the streets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Chapel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chapel dedicated to the holy technician, a local semi-religious icon symbolizing the spiritual workings of technology.&lt;br /&gt;
Both sides look upon this temple with faith, knowing that it is them that the gods of technology favor. &lt;br /&gt;
Whoever emerges victorious from the struggle in the city will most likely end up celebrating their victory in there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Monorail station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have a large community then the public transportation system is a vital cornerstone to a well working city.&lt;br /&gt;
This is the reason for the construction of the monorail, allowing the inhabitants to quickly move around without getting stuck in traffic.&lt;br /&gt;
Even though the monorail stations have been shut down for the public due to civil unrest before the conflict, it&#039;s location is still absolutely vital for the [[Northern Faction]] as it is their primary way of moving more soldiers to the front lines.&lt;br /&gt;
If the [[Northern Faction]] lose the hold of it, their reinforcements will be stranded leading directly to a unavoidable defeat.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Mine Everything:&#039;&#039;&#039; There are numerous narrow passages and alleyways on this level with nooks and crannies in which to hide mines for the unfortunate passerby. Because of this, Grenadiers are an effective early warning system--if you lose a mine or get a kill, someone&#039;s coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insurmountable Flag:&#039;&#039;&#039; The Courtyard of the Administrative building has one entrance, and otherwise surrounded by walls. A single wall section at the entrance can completely seal off the flag preventing the enemy from capturing it without first deconstructing the wall. This tactic may not be viewed favorably by some players because of it&#039;s effectiveness, so use it at your own risk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall Off Everything:&#039;&#039;&#039; Unlike District, engineers can use walls on this map. If your team is taking a beating and you need to buy some time, block off an entire route with a wall, then take the time to fortify behind it-- turrets, cameras, mines, etc.. You can also put walls in those narrow alleyways to prevent a sneaky enemy from crossing the front lines. Just put a half-constructed wall behind the fully constructed wall to allow your allies to climb over it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_urbanchaos]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_isle&amp;diff=4802</id>
		<title>Talk:Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Map:emp_isle&amp;diff=4802"/>
		<updated>2007-09-14T06:06:42Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The commander can&#039;t use rockets. :P --[[User:Arklansman|Arklansman]] 23:46, 21 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
We need to redo the Rocket Sniping section to account for RPG power Vs. Buildings changes in the latest RCs. --[[User:Chahk|Chahk]] 16:38, 13 September 2007 (EDT)&lt;br /&gt;
: I think we can safely take it out. RPG&#039;s don&#039;t do that much damage anymore vs buildings. --[[User:L3TUC3|L3TUC3]] 02:06, 14 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=4800</id>
		<title>Repair Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=4800"/>
		<updated>2007-09-13T19:27:25Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Added repair pad customization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Repair Station}}&lt;br /&gt;
[[Image:Repair.jpg|thumb|right|Brenodi Empire Repair Station]]&lt;br /&gt;
[[Image:be_repair.gif|thumb|right|Brenodi Empire Repair Station: Height Comparison]]&lt;br /&gt;
[[Image:NFRepairstation.jpg|thumb|right|Northern Faction Repair Station]]&lt;br /&gt;
[[Image:nf_repair.gif|thumb|right|Northern Faction Repair Station: Height Comparison]]&lt;br /&gt;
The repair station is a structure which repairs damage to any [[vehicles|vehicle&#039;s]] hull and armor that drive onto it at a rate of 33% (hull/armor) per second. It also restocks any depleted ammunition to its maximum.&lt;br /&gt;
&lt;br /&gt;
In addition, the repair station allows you to change the vehicle&#039;s weapon, armor and engine loadout. Simply drive on a repair station and press the [[Vehicle customization|vehicle customization]] button (default &#039;&#039;&#039;v&#039;&#039;&#039;). Make any changes necessary and press the build button. Credits will be deducted or deposited to the total depending on the cost of your changes and your altered vehicle will be created. As a drawback, the vehicle will have no armor plates, but these will be repaired for you on the station.&lt;br /&gt;
&lt;br /&gt;
{{Note|If the hull of a vehicle is damaged, it will first repair the hull and then move on to the armor.}}&lt;br /&gt;
{{Note|You can only customize a loadout within the same chassis of the vehicle you drive onto the repair pad.}}&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 250&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures|Repair Station]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicles&amp;diff=4799</id>
		<title>Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicles&amp;diff=4799"/>
		<updated>2007-09-13T19:14:25Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Repair pads now allow you to change loadouts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Vehicles}}&lt;br /&gt;
[[Image:NFVehicles.jpg|thumb|right|Northern Faction Vehicles]]&lt;br /&gt;
[[Image:BEVehicles.JPG|thumb|right|Brenodi Empire Vehicles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the unique features of Empires Mod is a wide variety of vehicles. There are a number of different chassis you may construct and [[Vehicle_customization|customize]] at a [[Vehicle Factory]]. New weapons and technologies can be added to your [[Factions|faction&#039;s]] units to make them more powerful and versatile. Take your unit out and blow things up, then return to your faction&#039;s [[Repair Station]] for fixes and weapon updates when they become available. Friendly [[Armory|armories]] and [[Engineer|engineers]] can also assist in reloading and repairing your fighting machine.&lt;br /&gt;
&lt;br /&gt;
{{Note|You can damage and even destroy your own vehicle if you fire your weapon too close at a nearby obstruction. Watch your fire!}}&lt;br /&gt;
&lt;br /&gt;
{{Tip|You are able to run over enemy infantry using your vehicle. This feature is especially handy when in the Command Vehicle. You will deal damage when going faster than 10mph, with 20mph being lethal.}}&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeep]] &lt;br /&gt;
|([[Imperial]]/[[Northern]])&lt;br /&gt;
|-&lt;br /&gt;
| [[APC]] &lt;br /&gt;
| ([[Imperial]]/[[Northern]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Tank]] &lt;br /&gt;
| ([[Northern]])&lt;br /&gt;
|-&lt;br /&gt;
| [[AFV]] &lt;br /&gt;
| ([[Imperial]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Tank]] &lt;br /&gt;
| ([[Northern]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Tank]] &lt;br /&gt;
| ([[Imperial]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Heavy Tank]] &lt;br /&gt;
| ([[Imperial]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Northern Heavy Tank]] &lt;br /&gt;
| ([[Northern]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery|Artillery Tank]] &lt;br /&gt;
| ([[Imperial]]/[[Northern]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Command Vehicle]] &lt;br /&gt;
| ([[Imperial]]/[[Northern]])&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Vehicles|Vehicles]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_streetsoffire&amp;diff=4798</id>
		<title>Map:emp streetsoffire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_streetsoffire&amp;diff=4798"/>
		<updated>2007-09-13T19:04:23Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Wikilinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_streetsoffire}}&lt;br /&gt;
==General Map Information==&lt;br /&gt;
&lt;br /&gt;
Streets of Fire is an urban map where insurgents aided by a [[Northern Faction]] regiment are fighting [[Brenodi Empire|Brenodi]] occupation forces for the control of the city. The main surface streets allow for rapid armored advances unless properly held down by infantry and anti-tank units, while the sewers and rooftops serve for excellent alternative routes for squads of infantry. The center of the map features an enclosed park next to a trainyard, both having a resource point nearby. A bridge extends over the park and the trainyard making it an important strategic position to lock down for both sides. [[Brenodi Empire|BE]] starts out in the northeast inside a construction yard, the [[Northern Faction|NF]] starts in the industrial district in the southeast.&lt;br /&gt;
[[Image:Emp_streetsoffire.jpg|thumb|right|250px|Minimap of Emp_Streetsoffire]]&lt;br /&gt;
==Commander Tactics==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The chokepoints in this map are not so easily defended as in other maps. A small [[Squads|squad]] can easily sneak around enemy lines and attack from the rear. A properly supplied and motivated team however can lock-down the streets for quite some time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooftops:&#039;&#039;&#039; Placing an armory on rooftops can allow a single soldier to destroy an entire base single-handedly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; Be wary when placing buildings in the center, they are easily destroyed from the bridge.&lt;br /&gt;
&lt;br /&gt;
==Squad Level Tactics==&lt;br /&gt;
Using the tunnel system under the map can allow you to go behind enemy lines and launch a surprise attack, which can be devastating.&lt;br /&gt;
&lt;br /&gt;
==Unit and Infantry Tactics==&lt;br /&gt;
The tops of many buildings are accessible and allow a [[Scout]] to snipe infantry or a [[Grenadier]] to destroy a base easily.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
*&#039;&#039;&#039;Rooftops and tunnels&#039;&#039;&#039; -- There are many tunnels under the city, and the tops of many buildings are accessible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bridge&#039;&#039;&#039; -- The bridge overpassing the trainyard and the park offers an excellent vantage point into these locations as well as allowing for a clear shot down the main surface streets. Any team hoping to advance armor needs to go past this point.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trainyard&#039;&#039;&#039; -- The trainyard holds two resource points and is situated near center of the map. Nearby open space north and south of the tracks allows for a secondary base.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Park&#039;&#039;&#039; -- The park holds a resource point and open space allows for a secondary base. The wooded area makes a good hiding spot for an [[APC]] or a [[Scout|scout]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_streetsoffire]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4797</id>
		<title>Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4797"/>
		<updated>2007-09-13T19:01:18Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Readded the extra minimap. Someone should add the locations to fresh images instead of in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_isle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp_isle_map.png|right]]&lt;br /&gt;
[[Image:Emp isle.jpg|thumb|right|250px|Minimap of Emp_Isle]]&lt;br /&gt;
[[Category:Maps|emp_isle]]&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; Control of the refinery in the hills at b5 is very important and gives it&#039;s controller a &#039;&#039;&#039;considerable&#039;&#039;&#039; advantage. This location puts you in very close striking distance of the adjacent refineries at b4 and a6. The refinery at b4 will soon fall under your control if you hold b5 because it is incredibly easy to destroy the beach-side ref from the upper ground. Furthermore, an assault from the south is very difficult because of the lack of cover and the narrow path. If your base is far enough north, you can strike at the refinery at b6 easily as well. Furthermore, whoever has a forward base at this location will quickly and easily be able to storm the hills to the enemy&#039;s original base in very short order. Simply put, &#039;&#039;control this location if at all possible.&#039;&#039; Although both BE and NF can reach this point at about the same time early in the game, the BE have an easier time defending it because of tree cover. The east hills are difficult for the NF to assault because of their one ladder access point, so if the NF fail to conquer the northwest, they will find themselves pinned down in the valleys of the map quickly and painfully.&lt;br /&gt;
&lt;br /&gt;
== Infantry Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Rocket Sniping:&#039;&#039;&#039; The unusual geography of this map presents an unusual and under-used tactic, and a challenge for a base placed on hills. Large buildings such as a VF are very vulnerable up here--something as simple as a grenadier&#039;s rocket launcher can effectively snipe the building from across the map. All one needs is someone to spot the building (not difficult considering it&#039;s placement), a fairly quiet area to launch from (not difficult considering the rocket&#039;s long range), and an ammo crate. As few as two grenadiers and one spotter can decimate large buildings from halfway across the map with impunity (needless to say, an entire team of coordinated grenadiers spread out across many hills is deadly and can decimate an entire forward base in seconds). Walls are a quick and easy counter to this technique for small buildings like refineries and armories, but against large ones retaliation is difficult.&lt;br /&gt;
&lt;br /&gt;
NF are at a bit of a disadvantage because of this, if an NF commander places the tall barracks on the hills he risks getting it destroyed unless a strong show of force is available to deter attackers, and a barracks is essential to a strong forward base.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;Middle Plain:&#039;&#039;&#039; The Middle has a Super Node that gives 2X the output of other resource nodes, but is incredibly hard to defend from enemy fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; The West Hills provide a direct route to the enemy base, while there are 7 resource nodes to grab and defend from it. As noted above, whoever controls these hills can attack the enemy base at their leisure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Hills:&#039;&#039;&#039; The East Hills are easily defensible and often ignored, while they house 3 resource nodes close to each other. If you have the lower right hill as BE, you can invade the NF base from the side and/or the hill. Furthermore, these hills are incredibly easy to reach as BE, but take farther to get to and are more difficult to assault from the NF position.&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4796</id>
		<title>Map:emp isle</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_isle&amp;diff=4796"/>
		<updated>2007-09-13T18:58:29Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Removed extra minimap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_isle}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp isle.jpg|thumb|right|250px|Minimap of Emp_Isle]]&lt;br /&gt;
[[Category:Maps|emp_isle]]&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; Control of the refinery in the hills at b5 is very important and gives it&#039;s controller a &#039;&#039;&#039;considerable&#039;&#039;&#039; advantage. This location puts you in very close striking distance of the adjacent refineries at b4 and a6. The refinery at b4 will soon fall under your control if you hold b5 because it is incredibly easy to destroy the beach-side ref from the upper ground. Furthermore, an assault from the south is very difficult because of the lack of cover and the narrow path. If your base is far enough north, you can strike at the refinery at b6 easily as well. Furthermore, whoever has a forward base at this location will quickly and easily be able to storm the hills to the enemy&#039;s original base in very short order. Simply put, &#039;&#039;control this location if at all possible.&#039;&#039; Although both BE and NF can reach this point at about the same time early in the game, the BE have an easier time defending it because of tree cover. The east hills are difficult for the NF to assault because of their one ladder access point, so if the NF fail to conquer the northwest, they will find themselves pinned down in the valleys of the map quickly and painfully.&lt;br /&gt;
&lt;br /&gt;
== Infantry Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Rocket Sniping:&#039;&#039;&#039; The unusual geography of this map presents an unusual and under-used tactic, and a challenge for a base placed on hills. Large buildings such as a VF are very vulnerable up here--something as simple as a grenadier&#039;s rocket launcher can effectively snipe the building from across the map. All one needs is someone to spot the building (not difficult considering it&#039;s placement), a fairly quiet area to launch from (not difficult considering the rocket&#039;s long range), and an ammo crate. As few as two grenadiers and one spotter can decimate large buildings from halfway across the map with impunity (needless to say, an entire team of coordinated grenadiers spread out across many hills is deadly and can decimate an entire forward base in seconds). Walls are a quick and easy counter to this technique for small buildings like refineries and armories, but against large ones retaliation is difficult.&lt;br /&gt;
&lt;br /&gt;
NF are at a bit of a disadvantage because of this, if an NF commander places the tall barracks on the hills he risks getting it destroyed unless a strong show of force is available to deter attackers, and a barracks is essential to a strong forward base.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&#039;&#039;&#039;Middle Plain:&#039;&#039;&#039; The Middle has a Super Node that gives 2X the output of other resource nodes, but is incredibly hard to defend from enemy fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West Hills:&#039;&#039;&#039; The West Hills provide a direct route to the enemy base, while there are 7 resource nodes to grab and defend from it. As noted above, whoever controls these hills can attack the enemy base at their leisure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Hills:&#039;&#039;&#039; The East Hills are easily defensible and often ignored, while they house 3 resource nodes close to each other. If you have the lower right hill as BE, you can invade the NF base from the side and/or the hill. Furthermore, these hills are incredibly easy to reach as BE, but take farther to get to and are more difficult to assault from the NF position.&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4790</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4790"/>
		<updated>2007-09-12T02:37:13Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Give Engines and Armor their own seperate pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s only logical that weapons are compared within their own category. Wouldn&#039;t make much sense otherwise. --[[User:L3TUC3|L3TUC3]] 14:01, 10 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done the MG&#039;s, based on DPS, Spread, and heat per second. I think some will need some subjective adjustments. -- [[User:Broccoli|Broccoli]] 06:33, 11 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How did you fill in the heat category? Is it hat given to the target or to the user? Also, should we emphasize damage given to armor more? It&#039;s not very clear right now with just a broad damage star system. --[[User:L3TUC3|L3TUC3]] 22:37, 11 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4785</id>
		<title>Talk:Vehicle Weapon Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Vehicle_Weapon_Appendix&amp;diff=4785"/>
		<updated>2007-09-10T18:01:55Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Give Engines and Armor their own seperate pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clip size for each weapon needs to be added.&lt;br /&gt;
&lt;br /&gt;
== Give Engines and Armor their own seperate pages? ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be better off if it were split into at least 3 seperate pages, with engines, armor, and weapons. --[[User:Arklansman|Arklansman]] 20:53, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I concur. Also, how about some kind of visual indication of each weapon&#039;s strengths. For example a bar chart or a star rating system. [[User:Broccoli|Broccoli]] 17:31, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I thought the same when I made this page, but the armour and engines were so tiny in comparison even if you&#039;d bulge it up with tips, I just left it. Oh, and could a mod delete the .jpg versions of the icons? --[[User:Beerdude26|Beerdude26]] 22:05, 23 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I like the star system. Added here, too, perhaps?--[[User:The Buttery Lobster|The Buttery Lobster]] 23:28, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on that. One thing: How should comparisons be done? If an MG has good damage for an MG, but does a lot less damage than a Nuke, how many stars should it get? It could be misleading to give them both 5 stars. I was thinking do it relative to its own category only, and leave the damage figures next to it for absolute comparisons. -- [[User:Broccoli|Broccoli]] 07:19, 8 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s only logical that weapons are compared within their own category. Wouldn&#039;t make much sense otherwise. --[[User:L3TUC3|L3TUC3]] 14:01, 10 September 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=4743</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=4743"/>
		<updated>2007-08-16T21:50:45Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Deployables */  Missile launchers don&amp;#039;t target walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Engineer}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NF engineer.jpg|thumb|75px|right|Northern Faction Engineer]]&lt;br /&gt;
[[Image:BE engineer.jpg|thumb|75px|right|Brenodi Empire Engineer]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Recycle-upgrade.jpg|right|thumb|200px|Upgrading a Turret]]&lt;br /&gt;
The most important class early on in the game, Engineers build the bases that are placed by the [[commander]]. Though technically any class can put a building together by approaching it and pressing the &#039;&#039;USE&#039;&#039; key (&#039;&#039;&#039;E&#039;&#039;&#039; by default), engineers are given a tool that greatly accelerates the process. &lt;br /&gt;
&lt;br /&gt;
Engineers are limited to using light submachine guns but they carry powerful seismic grenades which deal huge amounts of damage to structures.&lt;br /&gt;
&lt;br /&gt;
The engineer&#039;s main asset is a small tool that he keeps clipped to his belt. With this tool an engineer can build and repair [[vehicles]] and placed buildings, heal teammates, and even place his own [[structures]] (The [[Turret]] and [[Surveillance|Surveillance Gear]]). To build, repair, or heal, simply walk up to your target and activate (Fire) the tool while aiming at the target. You may also damage enemy structures and vehicles by using your engineering tool on them.&lt;br /&gt;
&lt;br /&gt;
Additionally, the repair/heal tool can be given the ability to Revive an fallen comrades, making an engineer an invaluable member of a squad both during and after firefights. To revive a teammate who has not yet respawned, activate the tool while pointing at his body. You must be near the teammate&#039;s body for this to work.&lt;br /&gt;
&lt;br /&gt;
With his [[skills]] the engineer can expand his role as a mechanic or a medic, with his versatility limited only by the number of skill slots the player has unlocked. Healing Upgrade and Repair Upgrade are the most basic [[skills]] of the class. Healing Upgrade increases the amount of health given for a certain amount of the engineer tool&#039;s energy, and Repair Upgrade increases the amount repaired.&lt;br /&gt;
&lt;br /&gt;
Engineers can also use their skills to modify the engine in a driven vehicle, increasing the Vehicle Cooling, or the rate at which the engine dissipates heat. This lets a vehicle driven by an engineer maintain continuous fire for a longer period of time than would be otherwise possible.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
There is an old saying: &amp;quot;Without supplies, neither a general nor a soldier is good for anything.&amp;quot; In much the same way, without Engineers, the armies of a nation would be useless. Although technology may have increased the efficiency and effectiveness of an Engineer, their role as the backbone of any military has remained unchanged since the Great Empire.&lt;br /&gt;
&lt;br /&gt;
As the technology employed by Engineers has advanced, they have become more of a front-line force in battle. In the days of the Great Empire, Engineers rarely met enemy infantry head-on, but as their tools became more mobile and versatile they have been shifted to the front in greater and greater numbers. In current conflicts, Engineers fulfill every support and defensive role needed by an infantry squad, and can often be just as effective as a Scout, Grenadier, or Rifleman.&lt;br /&gt;
&lt;br /&gt;
This effectiveness is best demonstrated by the development of units such as the famed Jedidiah Defenders, a Brenodi Battalion consisting almost exclusively of engineers. This concept was considered ludicrous at the start of the Kolntus-Emin War, when engineers were first being introduced into the front-lines of combat. Nonetheless, the Defenders proved themselves invaluable as reserve forces for the Empire&#039;s military, and aptly handled state emergencies and national disasters when more heavily armed units without technical training would be lax. Any doubts about engineer exclusive military battalions were annihilated by the height of the Kolntus-Emin Conflict, when the Brenodi Empire was forced to deploy reserve forces into the front lines of battle. The Defenders were one of the first reserves to encounter Jekotian advances into Brenodi mainland, and they quickly proved their worth. In the first weeks of the mainland offensives, without heavy tank squadron support, without heavy weapons platoons, and without rifleman platoons, the Defenders were able to repel the following infantry advance, blunt the light tank assault, and suppress the insurrection in the Jekotian cities they proceeded to capture. A true jack-of-all-trades and master of none, these battalions demonstrate the necessity of the engineer class in modern combat.&lt;br /&gt;
&lt;br /&gt;
== Building/Repairing ==&lt;br /&gt;
An Engineer can either repair or build [[structures]] placed by the [[commander]], or build a limited range of equipment of his own. When repairing damaged vehicles, the hull is repaired first and armor last. Engineers can also disassemble enemy buildings, equipment and vehicles. Point your repair tool at the enemy structure or vehicle, you should see a red health bar. Now press the &amp;quot;fire&amp;quot; key just like you would to repair a friendly building and you will start disassembling the enemy&#039;s structure. Note that disassembling enemy vehicles bypasses the armor and causes damage to the vehicle&#039;s hull directly.&lt;br /&gt;
&lt;br /&gt;
== Deployables ==&lt;br /&gt;
To deploy your own structures first right click with your engineering tool out to bring up the build menu. From here you can build [[turrets]] (machine gun or missile), [[Surveillance|surveillance equipment]] (cameras or radars), [[walls]], and [[Ammo Crates|ammo crates]]. An Engineer can only have a finite number of turrets/sensors up at any given time. See the build menu for details: the numbers below each deployable type signifies the how many of them you placed and the total amount available to you at that time.&lt;br /&gt;
&lt;br /&gt;
There are two types of Turrets: Machine Gun (MG) and Missile (ML). Machine Gun turrets will auto-track any enemy infantry that come within its area of effect. ML turrets will fire on any enemy vehicle or structure within its area of effect. Keep in mind that the turrets are not awfully smart and will not prioritize their targets based on their threat level, they will simply pick the closest target and concentrate on it until it&#039;s either dead or not in its direct view. The Missile turret for example will pick a building instead of a tank that&#039;s pounding on it if the building is closer. Both kinds of turrets have unlimited ammo and do not require rearming, but have limited range and firing speed.&lt;br /&gt;
&lt;br /&gt;
The engineer can upgrade his own [[turrets]], granting them increased lethality by increasing their damage and range. The Turret Upgrade skill lets engineers who have placed and built a turret upgrade that turret, first to level 2, and then to level 3. These turret levels do not correspond to those that the [[commander]] can [[research]]. This means that an Engineer can upgrade his own turrets even if the Commander has not yet researched the corresponding upgrades. Note, however, that an engineer cannot upgrade a turret that was placed by the Commander or another team mate. To upgrade a turret approach it and right click on it with the engineer tool. Select &amp;quot;upgrade turret&amp;quot; from the menu, and then build your now upgraded turret. Remember that while you&#039;re upgrading it, the turret is deactivated and vulnerable. The upgraded turrets are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
{{Note|It is planned to add a third kind of a turret for Anti-Air at the same time as Aircraft is implemented.}}&lt;br /&gt;
&lt;br /&gt;
[[Surveillance|Surveillance equipment]] will detect enemy infantry (Camera) and vehicles (Radar Dish) when they are in their area of effect and display them on the minimap as well as draw an orange diamond around them right on your HUD, which is visible even behind terrain and obstacles. The Camera will even reveal hidden [[Scout|Scouts]] for a short period of time once in a while. Both of these deployables do not need the line-of-sight to detect the enemy and work through obstacles.&lt;br /&gt;
&lt;br /&gt;
To place [[walls]] as an engineer, click on the walls icon in the engineer menu. Then click on the ground where you want your wall to start. You should see a &amp;quot;ghost&amp;quot; of the wall appear. Drag your mouse to build more wall segments (You can even walk around to place longer walls) and then click again to complete the wall. The newly created wall will only be 25% high and needs to be completed using the Repair tool.&lt;br /&gt;
&lt;br /&gt;
Ammo Boxes can be placed practically on any flat surface and can be used by all friendly infantry units to reload. When dropped near a vehicle, the Ammo Box will auto-reload them. Be aware that Ammo Crates persist for a short period of time (a few minutes) and there is a 200 second delay between placing multiple ones, so use them wisely.&lt;br /&gt;
&lt;br /&gt;
Finally, you can recycle equipment that you have placed by right clicking on them with the tool, and selecting &#039;&#039;Recycle&#039;&#039; from the menu that pops up. You can recycle your own turrets, sensors and walls but not ammo boxes. You cannot recycle structures or equipment placed by the Commander or other friendly Engineers.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
The Engineer class doubles as a field medic with his ability to heal team mates. Point your repair tool at a hurt friendly so that you can see their health bar and &amp;quot;fire&amp;quot; to slowly replenish their health. The &#039;&#039;Healing Upgrade&#039;&#039; skill greatly speeds up healing by restoring more health per each &amp;quot;ammo&amp;quot; point spent.&lt;br /&gt;
&lt;br /&gt;
A very powerful &#039;&#039;Revive&#039;&#039; skill allows the Engineer to bring back a fallen team mate back to life, providing that they have not yet chosen to respawn. Not only does reviving a team mate keep them on the front lines, it also saves your team a respawn ticket. In order to revive a &amp;quot;dead&amp;quot; friendly player, point your repair/healing tool at their corpse and press the primary fire button. Due to the way the server and client communicate, a friendly&#039;s body might not be at the same place they died (grenades and missiles often move the ragdolls from where they originally fell.) In these cases you might be unable to easily revive your comrade by pointing at their corpse. Try moving around the corpse while holding down the &amp;quot;fire&amp;quot; button to try and get in range.  The &#039;&#039;Revive&#039;&#039; skill has a large area of effect which should alleviate some of that trouble. Also keep in mind that you will not be able to revive players who have suicided (typed &amp;quot;kill&amp;quot; in console.) Reviving takes approximately half the repair tool&#039;s ammo, so make sure you have at least that much before attempting to revive.&lt;br /&gt;
&lt;br /&gt;
{{Note|In addition to the regular rank points for killing enemy and destroying their buildings, the Engineer gains one rank point for every 100 armor points repaired, for every 200 health points healed, and for every friendly he revives.}}&lt;br /&gt;
{{Note|The dead player&#039;s corpse is removed as soon as they respawn. This means any corpses you can see are all of players that are waiting to be revived.}}&lt;br /&gt;
{{Note|In later versions, it has been reported that a ticket will be deducted upon a player&#039;s death, but will be credited back to the team if they are revived by an Engineer.  This is currently not in effect though.}}&lt;br /&gt;
&lt;br /&gt;
==Upgrade Guide==&lt;br /&gt;
{{See|[[Skills#Engineer|Engineer Skills]]}}&lt;br /&gt;
&lt;br /&gt;
Engineer upgrades greatly depend on the sort of player you are, the kind of map you&#039;re playing and what is going on in the game. The great versatility of the class allows for a broad array of play styles. Generally there&#039;s two types of engineers and a good pick of skills goes as follows:&lt;br /&gt;
&lt;br /&gt;
===Defensive Support===&lt;br /&gt;
This role falls to engineers who remain behind the battle lines to help the commander erect structures, repair retreating vehicles and heal infantry but generally don&#039;t attack very often. These are the guys who go out and construct refineries after the battle has focussed on other parts of the map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repair upgrade&#039;&#039;&#039;: This greatly speeds up build times and you repair buildings and vehicles faster. &lt;br /&gt;
*&#039;&#039;&#039;Turret upgrade&#039;&#039;&#039;: Building a turret near an outpost or a flag will help your team keep the position secure more easily.&lt;br /&gt;
*&#039;&#039;&#039;Healing upgrade&#039;&#039;&#039;: Helping injured teammates fight better.&lt;br /&gt;
*&#039;&#039;&#039;Revive&#039;&#039;&#039;: Odds are you wont see a lot of fallen teammates, but the odd assault might see need of your services.&lt;br /&gt;
&lt;br /&gt;
===Offensive Support===&lt;br /&gt;
This role falls to engineers who team up with riflemen, grenadiers and tank units to engage the enemy. They keep teammates stocked with ammunition and their seismic grenades can take out structures in a jiffy. Usually in the thick of battle, they are true combat engineers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revive&#039;&#039;&#039;: Early in the game when assaulting enemy positions, bringing back fallen friendlies is a priority to keep the pressure on the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Turret upgrade&#039;&#039;&#039;: Upgrading your [[turret]] can turn it from a minor annoyance into a deadly weapon. With covering support from vehicles, level 3 turrets can be set up on the front lines to devastating effect.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle cooling&#039;&#039;&#039;: By this time you&#039;re probably engaging enemy positions in [[vehicles|tanks]]. Having some extra cooling is always good. In case of flag map, pick healing.&lt;br /&gt;
*&#039;&#039;&#039;Repair upgrade&#039;&#039;&#039;: Keep your tank and others running longer.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Placing ammo crates near [[vehicles]] will reload them when they are nearby.&lt;br /&gt;
* After the 4th promotion the total number of [[turrets]] and sensors an Engineer can place is increased by one.&lt;br /&gt;
* If your base has no armory yet, try switching to the Engineer class and dropping an ammo crate for yourself and switching classes again instead of asking teammates or the commander for munitions.&lt;br /&gt;
* Most of the Engineer&#039;s equipment can be used as a makeshift step-ladder in case you need to reach the tops of those high crates.&lt;br /&gt;
* Reviving a friendly will save the team a ticket. This is critical in most games, since when the ticket counter drops to 1, respawning at a [[barracks]] or at an [[APC]] is impossible.&lt;br /&gt;
* Sometimes it&#039;s better to leave enemy engineers&#039; turrets operational so that they will be unable to build them elsewhere, especially if the turrets do not pose danger to you or your team (e.g. unfinished, behind obstacles, etc.)&lt;br /&gt;
* [[Walls]] can be used as offensive tools. If you&#039;re fast and skilled, you can drop a wall section in front of an advancing enemy tank, stopping it dead in it&#039;s tracks. The wall doesn&#039;t have to be constructed at all. If it&#039;s going fast enough, it might even be destroyed!&lt;br /&gt;
* Know when to place your [[Ammo Crates|ammo crate]]. If you don&#039;t have any team support and need to destroy an enemy building right away, that ammo crate contains an infinite supply of seismic grenades that will turn you into a solo demolition squad! But if you dropped it earlier, you might have to wait a long time, and you&#039;ll have to deconstruct the building slowly.&lt;br /&gt;
* Create cover whenever possible! There are quite a few maps with large open areas that infantry have to cross. If they get pinned down by tanks they&#039;ll be torn apart. One or two well-placed wall sections can mean the difference between a successful assault and a complete rout.&lt;br /&gt;
* Fortify the commander&#039;s defenses. If there&#039;s an [[APC]] being used as a temporary frontline base, drop some walls to protect it. If there&#039;s a refinery that&#039;s fairly exposed, drop some walls between it and the enemy. Walls will buy you some time when a grenadier starts attacking that area. This technique is good for just about every small structure. But don&#039;t wall off turrets or the command vehicle-- the former needs visual access, and the latter needs mobility.&lt;br /&gt;
[[Category:Classes|Engineer]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Weapons_of_the_Brenodi_Empire&amp;diff=4742</id>
		<title>Talk:Weapons of the Brenodi Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Weapons_of_the_Brenodi_Empire&amp;diff=4742"/>
		<updated>2007-08-16T21:38:10Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please add some more tips and make any corrections. :) Tomorrow (or today, I guess) I&#039;ll start on vehicle pages or something else :D --[[User:Arklansman|Arklansman]] 01:06, 22 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tundra Falcon! Get it? --[[User:Arklansman|Arklansman]] 02:09, 13 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Man those things are ugly--[[User:Knighttemplar|Knighttemplar]] 10:21, 13 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, that new BE Pistol sure looks sharp.  I take my previous comment back.--[[User:Knighttemplar|Knighttemplar]] 21:15, 1 August 2007 (EDT)&lt;br /&gt;
: No, you were right. The old skins sucked major donkey doodoo. I don&#039;t know what duke was smoking when he made those since there was practically no distinct features on em. The new skins are way better. --[[User:L3TUC3|L3TUC3]] 17:38, 16 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Empires_Mod&amp;diff=4643</id>
		<title>Talk:Empires Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Empires_Mod&amp;diff=4643"/>
		<updated>2007-08-01T17:55:16Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From the todo: &amp;quot;Perhaps the &amp;quot;What is Empires?&amp;quot; bit should be rewritten to reflect the current gameplay. (+Screenshot)&amp;quot;. This was the aim of my re-writing, although I realise that I&#039;ve cut a lot out (NPC characters? Commanders punishing players?). Feel free to revert sections which may be important, but try to make it clear that they are not currently implemented. This page gave every impression that Aircraft were available prior to my edit. This is a dangerous thing if 1.08 brings an influx of new players. - [[User:Broccoli|Broccoli]] 08:50, 30 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Beerdude wrote a very good summarization over on the [http://www.halflife2.net/wiki/index.php/Empires_Mod hl2.net wiki]. A shameless copy may be in order? --[[User:L3TUC3|L3TUC3]] 13:55, 1 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4642</id>
		<title>Talk:Change Log (pre 2.25)</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Change_Log_(pre_2.25)&amp;diff=4642"/>
		<updated>2007-08-01T17:48:17Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added the 1.08 Change Log just in case people were thinking only a little bit has been done.  I had forgotten how extensive the changes were.--[[User:Knighttemplar|Knighttemplar]] 20:52, 14 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;ll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups.  I nominate Lobster.--[[User:Knighttemplar|Knighttemplar]] 13:19, 1 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don&#039;t think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- [[User:L3TUC3|L3TUC3]] 13:48, 1 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=4619</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=4619"/>
		<updated>2007-07-27T00:53:59Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: Wikilinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Engineer}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:NF engineer.jpg|thumb|75px|right|Northern Faction Engineer]]&lt;br /&gt;
[[Image:BE engineer.jpg|thumb|75px|right|Brenodi Empire Engineer]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Recycle-upgrade.jpg|right|thumb|200px|Upgrading a Turret]]&lt;br /&gt;
The most important class early on in the game, Engineers build the bases that are placed by the [[commander]]. Though technically any class can put a building together by approaching it and pressing the &#039;&#039;USE&#039;&#039; key (&#039;&#039;&#039;E&#039;&#039;&#039; by default), engineers are given a tool that greatly accelerates the process. &lt;br /&gt;
&lt;br /&gt;
Engineers are limited to using light submachine guns but they carry powerful seismic grenades which deal huge amounts of damage to structures.&lt;br /&gt;
&lt;br /&gt;
The engineer&#039;s main asset is a small tool that he keeps clipped to his belt. With this tool an engineer can build and repair [[vehicles]] and placed buildings, heal teammates, and even place his own [[structures]] (The [[Turret]] and [[Surveillance|Surveillance Gear]]). To build, repair, or heal, simply walk up to your target and activate (Fire) the tool while aiming at the target. You may also damage enemy structures and vehicles by using your engineering tool on them.&lt;br /&gt;
&lt;br /&gt;
Additionally, the repair/heal tool can be given the ability to Revive an fallen comrades, making an engineer an invaluable member of a squad both during and after firefights. To revive a teammate who has not yet respawned, activate the tool while pointing at his body. You must be near the teammate&#039;s body for this to work.&lt;br /&gt;
&lt;br /&gt;
With his [[skills]] the engineer can expand his role as a mechanic or a medic, with his versatility limited only by the number of skill slots the player has unlocked. Healing Upgrade and Repair Upgrade are the most basic [[skills]] of the class. Healing Upgrade increases the amount of health given for a certain amount of the engineer tool&#039;s energy, and Repair Upgrade increases the amount repaired.&lt;br /&gt;
&lt;br /&gt;
Engineers can also use their skills to modify the engine in a driven vehicle, increasing the Vehicle Cooling, or the rate at which the engine dissipates heat. This lets a vehicle driven by an engineer maintain continuous fire for a longer period of time than would be otherwise possible.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
There is an old saying: &amp;quot;Without supplies, neither a general nor a soldier is good for anything.&amp;quot; In much the same way, without Engineers, the armies of a nation would be useless. Although technology may have increased the efficiency and effectiveness of an Engineer, their role as the backbone of any military has remained unchanged since the Great Empire.&lt;br /&gt;
&lt;br /&gt;
As the technology employed by Engineers has advanced, they have become more of a front-line force in battle. In the days of the Great Empire, Engineers rarely met enemy infantry head-on, but as their tools became more mobile and versatile they have been shifted to the front in greater and greater numbers. In current conflicts, Engineers fulfill every support and defensive role needed by an infantry squad, and can often be just as effective as a Scout, Grenadier, or Rifleman.&lt;br /&gt;
&lt;br /&gt;
This effectiveness is best demonstrated by the development of units such as the famed Jedidiah Defenders, a Brenodi Battalion consisting almost exclusively of engineers. This concept was considered ludicrous at the start of the Kolntus-Emin War, when engineers were first being introduced into the front-lines of combat. Nonetheless, the Defenders proved themselves invaluable as reserve forces for the Empire&#039;s military, and aptly handled state emergencies and national disasters when more heavily armed units without technical training would be lax. Any doubts about engineer exclusive military battalions were annihilated by the height of the Kolntus-Emin Conflict, when the Brenodi Empire was forced to deploy reserve forces into the front lines of battle. The Defenders were one of the first reserves to encounter Jekotian advances into Brenodi mainland, and they quickly proved their worth. In the first weeks of the mainland offensives, without heavy tank squadron support, without heavy weapons platoons, and without rifleman platoons, the Defenders were able to repel the following infantry advance, blunt the light tank assault, and suppress the insurrection in the Jekotian cities they proceeded to capture. A true jack-of-all-trades and master of none, these battalions demonstrate the necessity of the engineer class in modern combat.&lt;br /&gt;
&lt;br /&gt;
== Building/Repairing ==&lt;br /&gt;
An Engineer can either repair or build [[structures]] placed by the [[commander]], or build a limited range of equipment of his own. When repairing damaged vehicles, the hull is repaired first and armor last. Engineers can also disassemble enemy buildings, equipment and vehicles. Point your repair tool at the enemy structure or vehicle, you should see a red health bar. Now press the &amp;quot;fire&amp;quot; key just like you would to repair a friendly building and you will start disassembling the enemy&#039;s structure. Note that disassembling enemy vehicles bypasses the armor and causes damage to the vehicle&#039;s hull directly.&lt;br /&gt;
&lt;br /&gt;
== Deployables ==&lt;br /&gt;
To deploy your own structures first right click with your engineering tool out to bring up the build menu. From here you can build [[turrets]] (machine gun or missile), [[Surveillance|surveillance equipment]] (cameras or radars), [[walls]], and [[Ammo Crates|ammo crates]]. An Engineer can only have a finite number of turrets/sensors up at any given time. See the build menu for details: the numbers below each deployable type signifies the how many of them you placed and the total amount available to you at that time.&lt;br /&gt;
&lt;br /&gt;
There are two types of Turrets: Machine Gun (MG) and Missile (ML). Machine Gun turrets will auto-track any enemy infantry that come within its area of effect. ML turrets will fire on any enemy vehicle or structure within its area of effect. Keep in mind that the turrets are not awefully smart and will not prioritize their targets based on their threat level, they will simply pick the closest target and concentrate on it until it&#039;s either dead or not in its direct view. The Missile turret for example will pick a wall instead of a tank that&#039;s pounding on it if the wall is closer. Both kinds of turrets have unlimited ammo and do not require rearming, but have limited range and firing speed.&lt;br /&gt;
&lt;br /&gt;
The engineer can upgrade his own [[turrets]], granting them increased lethality by increasing their damage and range. The Turret Upgrade skill lets engineers who have placed and built a turret upgrade that turret, first to level 2, and then to level 3. These turret levels do not correspond to those that the [[commander]] can [[research]]. This means that an Engineer can upgrade his own turrets even if the Commander has not yet researched the corresponding upgrades. Note, however, that an engineer cannot upgrade a turret that was placed by the Commander or another team mate. To upgrade a turret approach it and right click on it with the engineer tool. Select &amp;quot;upgrade turret&amp;quot; from the menu, and then build your now upgraded turret. Remember that while you&#039;re upgrading it, the turret is deactivated and vulnerable. The upgraded turrets are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
{{Note|It is planned to add a third kind of a turret for Anti-Air at the same time as Aircraft is implemented.}}&lt;br /&gt;
&lt;br /&gt;
[[Surveillance|Surveillance equipment]] will detect enemy infantry (Camera) and vehicles (Radar Dish) when they are in their area of effect and display them on the minimap as well as draw an orange diamond around them right on your HUD, which is visible even behind terrain and obstacles. The Camera will even reveal hidden [[Scout|Scouts]] for a short period of time once in a while. Both of these deployables do not need the line-of-sight to detect the enemy and work through obstacles.&lt;br /&gt;
&lt;br /&gt;
To place [[walls]] as an engineer, click on the walls icon in the engineer menu. Then click on the ground where you want your wall to start. You should see a &amp;quot;ghost&amp;quot; of the wall appear. Drag your mouse to build more wall segments (You can even walk around to place longer walls) and then click again to complete the wall. The newly created wall will only be 25% high and needs to be completed using the Repair tool.&lt;br /&gt;
&lt;br /&gt;
Ammo Boxes can be placed practically on any flat surface and can be used by all friendly infantry units to reload. When dropped near a vehicle, the Ammo Box will auto-reload them. Be aware that Ammo Crates persist for a short period of time (a few minutes) and there is a 200 second delay between placing multiple ones, so use them wisely.&lt;br /&gt;
&lt;br /&gt;
Finally, you can recycle equipment that you have placed by right clicking on them with the tool, and selecting &#039;&#039;Recycle&#039;&#039; from the menu that pops up. You can recycle your own turrets, sensors and walls but not ammo boxes. You cannot recycle structures or equipment placed by the Commander or other friendly Engineers.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
The Engineer class doubles as a field medic with his ability to heal team mates. Point your repair tool at a hurt friendly so that you can see their health bar and &amp;quot;fire&amp;quot; to slowly replenish their health. The &#039;&#039;Healing Upgrade&#039;&#039; skill greatly speeds up healing by restoring more health per each &amp;quot;ammo&amp;quot; point spent.&lt;br /&gt;
&lt;br /&gt;
A very powerful &#039;&#039;Revive&#039;&#039; skill allows the Engineer to bring back a fallen team mate back to life, providing that they have not yet chosen to respawn. Not only does reviving a team mate keep them on the front lines, it also saves your team a respawn ticket. In order to revive a &amp;quot;dead&amp;quot; friendly player, point your repair/healing tool at their corpse and press the primary fire button. Due to the way the server and client communicate, a friendly&#039;s body might not be at the same place they died (grenades and missiles often move the ragdolls from where they originally fell.) In these cases you might be unable to easily revive your comrade by pointing at their corpse. Try moving around the corpse while holding down the &amp;quot;fire&amp;quot; button to try and get in range.  The &#039;&#039;Revive&#039;&#039; skill has a large area of effect which should alleviate some of that trouble. Also keep in mind that you will not be able to revive players who have suicided (typed &amp;quot;kill&amp;quot; in console.) Reviving takes approximately half the repair tool&#039;s ammo, so make sure you have at least that much before attempting to revive.&lt;br /&gt;
&lt;br /&gt;
{{Note|In addition to the regular rank points for killing enemy and destroying their buildings, the Engineer gains one rank point for every 100 armor points repaired, for every 200 health points healed, and for every friendly he revives.}}&lt;br /&gt;
{{Note|The dead player&#039;s corpse is removed as soon as they respawn. This means any corpses you can see are all of players that are waiting to be revived.}}&lt;br /&gt;
{{Note|In later versions, it has been reported that a ticket will be deducted upon a player&#039;s death, but will be credited back to the team if they are revived by an Engineer.  This is currently not in effect though.}}&lt;br /&gt;
&lt;br /&gt;
==Upgrade Guide==&lt;br /&gt;
{{See|[[Skills#Engineer|Engineer Skills]]}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Engineer upgrades greatly depend on the sort of player you are, the kind of map you&#039;re playing and what is going on in the game. The great versatility of the class allows for a broad array of play styles. Generally there&#039;s two types of engineers and a good pick of skills goes as follows:&lt;br /&gt;
&lt;br /&gt;
===Defensive Support===&lt;br /&gt;
This role falls to engineers who remain behind the battle lines to help the commander erect structures, repair retreating vehicles and heal infantry but generally don&#039;t attack very often. These are the guys who go out and construct refineries after the battle has focussed on other parts of the map.&lt;br /&gt;
&lt;br /&gt;
*First skill: Repair upgrade. This greatly speeds up build times and you repair buildings and vehicles faster. &lt;br /&gt;
*Second skill: Turret upgrade. Building a turret near an outpost or a flag will help your team keep the position secure more easily.&lt;br /&gt;
*Third skill: Healing upgrade. Helping injured teammates fight better.&lt;br /&gt;
*Fourth skill: Revive. Odds are you wont see a lot of fallen teammates, but the odd assault might see need of your services.&lt;br /&gt;
&lt;br /&gt;
===Offensive Support===&lt;br /&gt;
This role falls to engineers who team up with riflemen, grenadiers and tank units to engage the enemy. They keep teammates stocked with ammunition and their seismic grenades can take out structures in a jiffy. Usually in the thick of battle, they are true combat engineers.&lt;br /&gt;
&lt;br /&gt;
*First skill: Revive. Early in the game when assaulting enemy positions, bringing back fallen friendlies is a priority to keep the pressure on the enemy.&lt;br /&gt;
*Second skill: Turret upgrade. Building a [[Turrets|MG or ML turret]] can easily keep the enemy at bay for a small time.&lt;br /&gt;
*Third skill: Vehicle cooling. By this time you&#039;re probably engaging enemy positions in [[vehicles|tanks]]. Having some extra cooling is always good. In case of flag map, pick healing.&lt;br /&gt;
*Fourth skill: Repair upgrade. Keep your tank and others running longer.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Placing ammo crates near [[vehicles]] will reload them when they are nearby.&lt;br /&gt;
* After the 4th promotion the total number of [[turrets]] and sensors an Engineer can place is increased by one.&lt;br /&gt;
* If your base has no armory yet, try switching to the Engineer class and dropping an ammo crate for yourself and switching classes again instead of asking teammates or the commander for munitions.&lt;br /&gt;
* Most of the Engineer&#039;s equipment can be used as a makeshift step-ladder in case you need to reach the tops of those high crates.&lt;br /&gt;
* Reviving a friendly will save the team a ticket. This is critical in most games, since when the ticket counter drops to 1, respawning at a [[barracks]] or at an [[APC]] is impossible.&lt;br /&gt;
* Sometimes it&#039;s better to leave enemy engineers&#039; turrets operational so that they will be unable to build them elsewhere, especially if the turrets do not pose danger to you or your team (e.g. unfinished, behind obstacles, etc.)&lt;br /&gt;
* [[Walls]] can be used as offensive tools. If you&#039;re fast and skilled, you can drop a wall section in front of an advancing enemy tank, stopping it dead in it&#039;s tracks. The wall doesn&#039;t have to be constructed at all. If it&#039;s going fast enough, it might even be destroyed!&lt;br /&gt;
* Know when to place your [[Ammo Crates|ammo crate]]. If you don&#039;t have any team support and need to destroy an enemy building right away, that ammo crate contains an infinite supply of seismic grenades that will turn you into a solo demolition squad! But if you dropped it earlier, you might have to wait a long time, and you&#039;ll have to deconstruct the building slowly.&lt;br /&gt;
* Create cover whenever possible! There are quite a few maps with large open areas that infantry have to cross. If they get pinned down by tanks they&#039;ll be torn apart. One or two well-placed wall sections can mean the difference between a successful assault and a complete rout.&lt;br /&gt;
* Fortify the commander&#039;s defenses. If there&#039;s an [[APC]] being used as a temporary frontline base, drop some walls to protect it. If there&#039;s a refinery that&#039;s fairly exposed, drop some walls between it and the enemy. Walls will buy you some time when a grenadier starts attacking that area. This technique is good for just about every small structure. But don&#039;t wall off turrets or the command vehicle-- the former needs visual access, and the latter needs mobility.&lt;br /&gt;
[[Category:Classes|Engineer]]&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=4618</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=4618"/>
		<updated>2007-07-27T00:35:33Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;Abs&#039;&#039;&#039; - Refers to (Absorbant) armor upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - Unsportsmanlike use of the artillery.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;Bar&#039;&#039;&#039; - Barracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal.\&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]]. Not the German version of BEAR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimb&#039;&#039;&#039; - Slang term for aircraft, which are unavailable at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitzkrieg&#039;&#039;&#039; - Usually started when both sides decide to APC rush. In a blitzkrieg the bases will move from place to place very quickly. There&#039;s no time to build defence because it wouldn&#039;t be done before the base would be rushed, so it&#039;s better to just set up a new base elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cam&#039;&#039;&#039; - Surveillance camera constructed by engineers to detect near-by enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - A spot in a map that is often camped, and where battles most often take place. These also are the routes that are most easily defendable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloaker&#039;&#039;&#039; - Typically used in emp_escort and sometimes in emp_district402; a scout with hide that has or is in the act of sneaking past your defenses to capture the flag unnoticed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Death APC&#039;&#039;&#039; - Seldom used term for and APC with extensive armor, weapons, and (usually) engine upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Fireworks&#039;&#039;&#039; - When an engineer constructs a cluster of turrets to 99%, and finishes them all at almost the same instant. The result is a surprising barrage of missiles, often used near enemy bases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the ninth mine trick. Flipped vehicles self-destruct over a short period of time to simplify game mechanics. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;Gameboy&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suiciding by typing &amp;quot;kill&amp;quot; in the console so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT Rush&#039;&#039;&#039; - Attacking early with many Light Tanks, taking advantage of the inferiority of the Brenodi AFV.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some choke point, while simultaneously restocking from an ammo box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninjaneer&#039;&#039;&#039; - An Engineer who intends to Ninja the enemy, often utilising his grenades and Engineer&#039;s tool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuketank&#039;&#039;&#039; - An Heavy tank armed with a nuclear missile. Deadly, and should be avoided at all costs by the enemy.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poop/Pewp&#039;&#039;&#039; - Placing a structure close to a resource node to temporarily prevent the enemy from building a refinery on that node.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organised match frequented by clans searching for talented new members. A good place to show off your skills to the best of the rest in the Empires community.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Popular acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the only resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicidespawn&#039;&#039;&#039; - See &#039;&#039;&#039;killspawn&#039;&#039;&#039;.&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Tags&#039;&#039;&#039; - Players in a clan. Usually with some sort of identifier tag affixed to their name. e.g [Clan]Emp_Recruit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pub&#039;&#039;&#039; - Light APCs that serve no purpose other than a spawn point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;Vanilla Tank/Arty/Armor&#039;&#039;&#039; - Refers to a tank with no upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; (verb) - As in &amp;quot;wall the (vehicle)&amp;quot;. To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=4617</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=4617"/>
		<updated>2007-07-27T00:32:48Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* T */ tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;Abs&#039;&#039;&#039; - Refers to (Absorbant) armor upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing an APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - Unsportsmanlike use of the artillery.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;Bar&#039;&#039;&#039; - Barracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimb&#039;&#039;&#039; - Slang term for aircraft, which are unavailable at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitzkrieg&#039;&#039;&#039; - Usually started when both sides decide to APC rush. In a blitzkrieg the bases will move from place to place very quickly. There&#039;s no time to build defence because it wouldn&#039;t be done before the base would be rushed, so it&#039;s better to just set up a new base elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cam&#039;&#039;&#039; - Surveillance camera constructed by engineers to detect near-by enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - A spot in a map that is often camped, and where battles most often take place. These also are the routes that are most easily defendable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloaker&#039;&#039;&#039; - Typically used in emp_escort and sometimes in emp_district402; a scout with hide that has or is in the act of sneaking past your defenses to capture the flag unnoticed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Death APC&#039;&#039;&#039; - Seldom used term for and APC with extensive armor, weapons, and (usually) engine upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Fireworks&#039;&#039;&#039; - When an engineer constructs a cluster of turrets to 99%, and finishes them all at almost the same instant. The result is a surprising barrage of missiles, often used near enemy bases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the ninth mine trick. Flipped vehicles self-destruct over a short period of time to simplify game mechanics. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;Gameboy&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suiciding by typing &amp;quot;kill&amp;quot; in the console so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT Rush&#039;&#039;&#039; - Attacking early with many Light Tanks, taking advantage of the inferiority of the Brenodi AFV.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some choke point, while simultaneously restocking from an ammo box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player to sneak into the enemy base and destroy key structures (especially the CV) without the enemy noticing before it is too late.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninjaneer&#039;&#039;&#039; - An Engineer who intends to Ninja the enemy, often utilising his grenades and Engineer&#039;s tool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuketank&#039;&#039;&#039; - An Heavy tank armed with a nuclear missile. Deadly, and should be avoided at all costs by the enemy.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poop/Pewp&#039;&#039;&#039; - Placing a structure close to a resource node to temporarily prevent the enemy from building a refinery on that node.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organised match frequented by clans searching for talented new members. A good place to show off your skills to the best of the rest in the Empires community.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Popular acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the only resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicidespawn&#039;&#039;&#039; - See &#039;&#039;&#039;killspawn&#039;&#039;&#039;.&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Tags&#039;&#039;&#039; - Players in a clan. Usually with some sort of identifier tag affixed to their name. e.g [Clan]Emp_Recruit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pub&#039;&#039;&#039; - Light APCs that serve no purpose other than a spawn point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;Vanilla Tank/Arty/Armor&#039;&#039;&#039; - Refers to a tank with no upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; (verb) - As in &amp;quot;wall the (vehicle)&amp;quot;. To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=4616</id>
		<title>Refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=4616"/>
		<updated>2007-07-26T00:17:46Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: refinery != barracks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Refinery}}&lt;br /&gt;
[[Image:IMPRefinery.jpg|thumb|right|Imperial Refinery]]&lt;br /&gt;
[[Image:be_refinery.gif|thumb|right|Imperial Refinery: Height Comparison]]&lt;br /&gt;
[[Image:NFRefinery.jpg|thumb|right|Northern Faction Refinery]]&lt;br /&gt;
[[Image:nf_refinery.gif|thumb|right|Northern Faction Refinery: Height Comparison]]&lt;br /&gt;
All armies require [[resources]] to function, and the refinery provides them. By building refineries on [[Resource Node|Resource Nodes]], your faction gains resources periodically for each operational refinery.&lt;br /&gt;
{{Tip|Having multiple refineries on multiple [[Resource Node|resource nodes]] can be very important to win a match.}}&lt;br /&gt;
{{Tip|It is generally a good idea to build turrets near refineries to prevent their destruction by enemies.}}&lt;br /&gt;
{{Note|Depending on the [[Maps|map]] or the [[Gameplay_Types|play mode]], refineries may be the only way of generating resources for your faction.}}&lt;br /&gt;
[[Category:Structures|Refinery]]&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*Cost : 100&lt;br /&gt;
*Health : 200 (takes 1/4 damage) -&amp;gt; Actual Health is 800.&lt;br /&gt;
*Time to construct : 40 seconds (1 engineer)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Talk:Squads&amp;diff=4615</id>
		<title>Talk:Squads</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Talk:Squads&amp;diff=4615"/>
		<updated>2007-07-26T00:15:36Z</updated>

		<summary type="html">&lt;p&gt;Wired 4fun: /* Squad leader Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Squad leader Aura ==&lt;br /&gt;
How far does that Aura go?  I&#039;d like a visual cue too --[[User:Knighttemplar|Knighttemplar]] 10:59, 6 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
changelog lists it at &amp;quot;50 feet&amp;quot; but i have no idea how far that is, because I&#039;m not a mapper. Can we get an example distance from a mapper? (Broccoli?)--[[User:The Buttery Lobster|The Buttery Lobster]] 15:39, 6 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well it&#039;s assumed that one in-game unit is an inch. So 50 feet is 600 units, or roughly the width of an NF radar. [[User:Broccoli|Broccoli]] 07:15, 7 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
50 feet is about 15 meters, which is a bit longer than your average coach. [[User:Bodrick|Bodrick]] 12:08, 7 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know how to convert imperial to metric, goofball! (I don&#039;t know the smileicon to roll your eyes and shake your head. Just imagine me doing that right now.) TY for the radar comparison.--[[User:The Buttery Lobster|The Buttery Lobster]] 15:52, 7 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Squad leader Skills ==&lt;br /&gt;
I added the squad leader skills. I think it needs some more elaboration. [[User:L3TUC3|L3TUC3]] 04:39, 18 July 2007 (EDT)&lt;br /&gt;
: Also, pictures --[[User:L3TUC3|L3TUC3]] 20:15, 25 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Wired 4fun</name></author>
	</entry>
</feed>