https://wiki.empiresmod.com/api.php?action=feedcontributions&user=Deantwo&feedformat=atomEmpires Wiki - User contributions [en]2024-03-29T06:38:35ZUser contributionsMediaWiki 1.40.0https://wiki.empiresmod.com/index.php?title=Version/2.29.x&diff=10006Version/2.29.x2020-07-26T17:26:42Z<p>Deantwo: /* Features */ Typo.</p>
<hr />
<div>== 2.29.1 ==<br />
<small>'''Release: (2020/07/26)'''</small><br />
=== Features ===<br />
* Implemented Rich Presence for Steam Friends. [https://partner.steamgames.com/doc/features/enhancedrichpresence (More info on Steam Enhanced Rich Presence can be found here.)]<br />
* Implemented Discord Rich Presence. <br />
[[File:Discord-Example.png|thumb|Discord rich presence example]]<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue where walls were not being removed correctly, causing servers to reach the entity limit very quickly.<br />
* Fixed an issue with the BE commander model & BE APC model which made the bounding box appear incorrectly in command view.<br />
* Fixed scout hide not being removed when the last bullet in the scout's gun is fired.<br />
* Re-enabled and fixed a number of the achievements. (Hopefully all of them)<br />
<br />
=== Script/Game Balance ===<br />
* Removed the armour penetration effect to vehicle damage<br />
** (Previously taking more than 30 damage at once, would mean the armour will take 90% of the damage and the hull will take 10%. This has now been removed.)<br />
<br />
=== Other changes ===<br />
* Players can now join any squad through the menu without having to join them sequentially.<br />
* Updated PBR shader with latest changes. - https://github.com/thexa4/source-pbr</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.26.x&diff=9663Version/2.26.x2019-04-28T14:07:34Z<p>Deantwo: /* Scripts */ Was 18.</p>
<hr />
<div>== 2.26.1 ==<br />
=== Features ===<br />
* Going out of stamina no longer makes you exhausted.<br />
* Sprinting can only be started if you have at least one bar of stamina left.<br />
* Jumping is only possible if you have at least 3 bars of stamina left.<br />
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.<br />
* Grenadier [[NPC]]s are less likely to clump together.<br />
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.<br />
<br />
=== Scripts ===<br />
* Walls cost increased from 18 to 20.<br />
<br />
=== Bugfixes ===<br />
* Faster official gameserver detection.<br />
* New grenadiers are now available in Hammer as well.<br />
* sv_emp_vehicle_fadeout is now limited to 500 seconds.<br />
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.<br />
* More lake trees now have collisions.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.25.x&diff=9631Version/2.25.x2019-04-07T22:09:58Z<p>Deantwo: /* Scripts/Game balance */ Pretty sure you meant "Rifleman vehicle damage skill".</p>
<hr />
<div>== 2.25.5 ==<br />
=== Feature ===<br />
*Disabling emp_sv_vehicle_skill_cooling / emp_sv_vehicle_skill_armor / emp_sv_vehicle_skill_damage / emp_sv_vehicle_skill_speed / emp_sv_skill_rifleman_damage_increase<br />
** Infantry skills are no longer server variables.<br />
<br />
=== Scripts/Game balance ===<br />
*Seismic grenade no longer damages vehicle/infantry (1~2 damage previously)<br />
*Grenadier vehicle armor skill bonus 25%->20%<br />
*Rifleman vehicle damage skill bonus 25%->22%<br />
<br />
=== Bugfixes ===<br />
*Bots no longer instantly aim on you when you are in their vision.<br />
*Fixed a bug where MG turrets would cause hit ticks<br />
*Fixed a bug where deconstructing would cause hit ticks<br />
*Fixed a bug where Bio damage would cause hit ticks<br />
<br />
== 2.25.4 ==<br />
=== Bugfixes ===<br />
* Workshop uploads now show more detailed error messages.<br />
* Fixed a wrong image link in workshop upload.<br />
* XP gain should no longer reset to 0 during the match.<br />
<br />
== 2.25.3 ==<br />
=== Bugfixes ===<br />
* Server now restarts after a match if it couldn't retrieve autobalancing information during the match.<br />
* Hitticks no longer get stuck in observer mode.<br />
* Health bar when spectating should be less buggy.<br />
* XP gain percentages are now 0 on servers where you cannot gain XP.<br />
<br />
=== Scripts ===<br />
* Autospot distance has been lowered for non-scout classes.<br />
**Scout remains at 5000<br />
**All other classes 5000->2000<br />
* [https://git.empiresmod.com/empires_public/empires_scripts/merge_requests/97 SMG rework].<br />
**Ranged SMG<br />
***StandingSpread 0.02->0.014<br />
***DuckingSpread 0.01->0.009<br />
***ProneSpread 0.005->0.0015<br />
***StandingSpreadModifier 0.03->0.016<br />
***DuckingSpreadModifier 0.015->0.012<br />
***JumpingSpreadMax 0.7->0.15<br />
***StandingSpreadMax 0.05->0.04<br />
***DuckingSpreadMax 0.03->0.025<br />
***StandingSpreadIncrement 0.003->0.0038<br />
***DuckingSpreadIncrement 0.0027->0.003<br />
***ProneSpreadIncrement 0.0024->0.0027<br />
***JumpingSpreadDecrement 0.02->0.1<br />
***StandingSpreadDecrement 0.06->0.08<br />
***ProneSpreadDecrement 0.15->0.12<br />
***AccuracyUpgradeModifier 0.9->0.75<br />
**Close Quarter SMG<br />
***ProneSpread 0.005->0.01 <br />
***DuckingSpread 0.01->0.012<br />
***StandingSpreadModifier 0.015->0.018<br />
***DuckingSpreadModifier 0.015->0.016<br />
***JumpingSpreadMax 0.7->0.2<br />
***DuckingSpreadMax 0.04->0.048<br />
***ProneSpreadMax 0.04->0.045 <br />
***JumpingSpreadIncrement 0.1->0.01<br />
***StandingSpreadIncrement 0.008->0.0045<br />
***"DuckingSpreadIncrement 0.006->0.004<br />
***ProneSpreadIncrement 0.004->0.0037<br />
***StandingSpreadDecrement 0.09->0.065<br />
***DuckingSpreadDecrement 0.09->0.08<br />
**Heavy Carbine<br />
***AccuracyUpgradeModifier 0.9->0.7<br />
***ProneSpread 0.0075->0.0035<br />
***JumpingSpreadMax 0.7->0.25<br />
***StandingSpreadMax 0.235->0.1<br />
***DuckingSpreadMax 0.16->0.08<br />
***ProneSpreadMax 0.135->0.05<br />
***JumpingSpreadIncrement 0.01->0.03<br />
***StandingSpreadIncrement 0.007->0.0065<br />
***JumpingSpreadDecrement 0.01->0.1<br />
<br />
* [https://git.empiresmod.com/empires_public/empires_scripts/merge_requests/95 Lowered building carcass removal time].<br />
**Armory : 30 -> 10<br />
**Barrack/Vehicle Factory/Repair Station : 30 -> 25<br />
**Radar : 30 -> 20<br />
<br />
== 2.25.2 ==<br />
=== Bugfixes ===<br />
* Fix for mp_timelimit that was reset by default config. (Server owners should comment out the mp_timelimit line in their server.cfg)<br />
* Fix for hitticks that got 'stuck' when near other players.<br />
<br />
== 2.25.1 ==<br />
<br />
=== Scripts ===<br />
* Added jeep turbo courtesy of Reznov.<br />
<br />
=== Features ===<br />
* CVs no longer die in one hit during sudden death but take 10x increased damage.<br />
* Games are limited to 90 minutes.<br />
* Sudden death countdown is now 200 seconds.<br />
* Default artillery recoil is now 0.1.<br />
* Default tickrate is now 66.667 ticks per second.<br />
* New steam friends XP leaderboard.<br />
* Main menu layout courtesy of Oktay.<br />
* Per team stamina bar colors.<br />
<br />
=== Bugfixes ===<br />
* Mismatched script asserts no longer pop up on the client, servers are still required to run vanilla values for the properties that pop up asserts.<br />
* Fixed missing materials due to capitalization issues.<br />
* Fix for missing palmbay resources.<br />
* emp_sv_stalemate_countdown is set to 200 seconds and is no longer editable.<br />
<br />
=== Map changes ===<br />
==== Palmbay ====<br />
* Fixed missing minimap error<br />
<br />
==== Cyclopean ====<br />
* New 2D skybox and lighting<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Recycle&diff=9593Recycle2019-02-28T23:03:19Z<p>Deantwo: https://wiki.empiresmod.com/Version/2.24.x#2.24.3</p>
<hr />
<div>When a [[vehicle]] is destroyed it will leave a carcass. [[Engineer]]s can use their tool to recycle resources from carcasses of vehicles.<br />
<br />
==Enemy Bonus==<br />
More resources are earned by recycling enemy [[vehicles]] than friendly.<br />
<br />
==Points==<br />
One point is earned for every 100 recycled.</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Engineer&diff=9586Engineer2019-02-27T20:30:53Z<p>Deantwo: /* Building/Repairing/Deconstructing/Recycling */ Added link. Separated a little.</p>
<hr />
<div>{{Sitenav|Engineer}}<br />
== Overview ==<br />
[[Image:NF engineer.jpg|thumb|75px|right|Northern Faction Engineer]]<br />
[[Image:BE engineer.jpg|thumb|75px|right|Brenodi Empire Engineer]]<br />
<br />
[[Image:Recycle-upgrade.jpg|right|thumb|200px|Upgrading a Turret]]<br />
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 ''USE'' key ('''E''' by default), engineers are given a tool that greatly accelerates the process. <br />
<br />
Engineers are limited to using light submachine guns but they carry seismic grenades which deal huge amounts of damage to buildings.<br />
<br />
The engineer'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.<br />
<br />
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's body for this to work.<br />
<br />
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. Revive and Repair Upgrade are the most basic [[skills]] of the class. Revive allows you to revive a dead teammate, and Repair Upgrade allows you to repair/destroy buildings/vehicles with doubled efficiency, both are exceptionally useful for most of the rounds.<br />
<br />
Engineers can also use "Vehicle Cooling" skill to increase 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.<br />
<br />
== History ==<br />
<br />
There is an old saying: "Without supplies, neither a general nor a soldier is good for anything." 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.<br />
<br />
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.<br />
<br />
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'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.<br />
<br />
== Building/Repairing/Deconstructing/Recycling ==<br />
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 before armor.<br />
<br />
Engineers can also deconstruct enemy buildings, equipment and vehicles. Approach and point your repair tool at the enemy structure or vehicle, you should see a red health bar. Now press the "fire" key just like you would to repair a friendly building and you will start deconstructing the enemy's structure. Note that deconstructing enemy vehicles bypasses the armor and causes damage to the vehicle's hull directly.<br />
<br />
Engineers can also [[recycle]] resources from carcasses of [[vehicles]] left by enemy or ally.<br />
<br />
== Deployables ==<br />
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, which is related to your current ranking. 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.<br />
<br />
There are two types of Turrets: Machine Gun (MG) and Missile (ML). Machine Gun turrets will automatically attack any enemy infantry that come within its area of effect, with 100% accuracy. ML turrets will fire at 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's either dead or not in its direct view. The Missile turret for example will pick a building instead of a tank that'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.<br />
<br />
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 "upgrade turret" from the menu, and then build your now upgraded turret. Remember that while you're upgrading it, the turret is deactivated and vulnerable. The upgraded turrets are not to be underestimated.<br />
<br />
[[Surveillance|Surveillance equipment]] will detect enemy infantry (Camera) and vehicles (Radar) 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. Both of these deployables do not need the line-of-sight to detect the enemy and work through obstacles.<br />
<br />
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 "ghost" 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.<br />
<br />
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 exactly 2 minutes, and there is a 200 second delay(Will be shorter if you have higher ranking) between placing another one, so use them wisely.<br />
<br />
Finally, you can recycle equipment that you have placed by right clicking on them with the tool, and selecting ''Recycle'' 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.<br />
<br />
{{Note|You can recycle turrets and sensors without being next to them by using your build menu- useful if it's way over the other side of the map!}}<br />
<br />
== Healing/Reviving ==<br />
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 "fire" to slowly replenish their health. The ''Healing Upgrade'' skill greatly speeds up healing by restoring more health per each "ammo" point spent. (4 health per unit->12 health per unit to be precise.)<br />
<br />
A very powerful ''Revive'' 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 "dead" 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'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 "fire" button to try and get in range. The ''Revive'' 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 committed suicide (typed "kill" in console). Reviving uses 50 units of the repair tool's ammo, so make sure you have at least that much before attempting to revive.<br />
<br />
{{Note|In addition to the regular rank points for killing enemies 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 fallen teammate he revives.}}<br />
{{Note|A dead player's corpse is removed as soon as they respawn. If there is no revive icon above the corpse of your teammate, that means you cannot revive them.}}<br />
<br />
==Upgrade Guide==<br />
{{See|[[Skills#Engineer|Engineer Skills]]}}<br />
<br />
Engineer upgrades greatly depend on the sort of player you are, the kind of map you'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's two types of engineers and a good pick of skills goes as follows:<br />
<br />
===Defensive Support===<br />
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'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.<br />
<br />
*'''Repair upgrade''': This greatly speeds up build times and you repair buildings and vehicles faster. <br />
*'''Turret upgrade''': Building a turret near an outpost or a flag will help your team keep the position secure more easily.<br />
*'''Healing upgrade''': Helping injured teammates fight better.<br />
*'''Revive''': Odds are you wont see a lot of fallen teammates, but the odd assault might see need of your services.<br />
<br />
===Offensive Support===<br />
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.<br />
<br />
*'''Revive''': Early in the game when assaulting enemy positions, bringing back fallen friendlies is a priority to keep the pressure on the enemy.<br />
*'''Turret upgrade''': 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.<br />
*'''Vehicle cooling''': By this time you're probably engaging enemy positions in [[vehicles|tanks]]. Having some extra cooling is always good. In case of flag map, pick healing.<br />
*'''Repair upgrade''': Keep your tank and others running longer.<br />
<br />
== Tips ==<br />
* After the 4th promotion the total number of [[turrets]] and sensors an Engineer can place is increased by one.<br />
* 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.<br />
* Most of the Engineer's equipment can be used as a makeshift step-ladder in case you need to reach the tops of those high crates.<br />
* Reviving a friendly will save the team a ticket. This is critical in most games, since when the ticket counter drops to 0, respawning at a [[barracks]] or at an [[APC]] is impossible.<br />
* [[Walls]] can be used as offensive tools. If you're fast and skilled, you can drop a wall section in front of an advancing enemy tank, stopping it dead in its tracks. [[Walls]] can also be used as a strong cover for your teammate while pushing forward, for this scenario, it's best to keep them unbuilt.<br />
* Know when to place your [[Ammo Crates|ammo crate]]. If you don'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'll have to deconstruct the building slowly.<br />
* Fortify the commander's defenses. If there's an [[APC]] being used as a temporary frontline base, drop some walls to protect it. If there's a refinery that'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't wall off turrets or the command vehicle-- the former needs visual access, and the latter needs mobility.<br />
* Learn to use camera/radar well, the former is capable of detecting nearby enemy infantry, the latter is for detecting nearby enemy vehicles.<br />
* Under feasible circumstances, try to revive your teammate first instead of attacking enemy.<br />
<br />
== Related Links ==<br />
* https://forums.empiresmod.com/index.php?threads/gameplay-engineer-class-tips-guide.20873/<br />
<br />
[[Category:Classes|Engineer]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Vehicle&diff=9585Vehicle2019-02-27T16:46:04Z<p>Deantwo: Redirected page to Vehicles</p>
<hr />
<div>#REDIRECT [[Vehicles]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Recycle&diff=9584Recycle2019-02-27T16:45:34Z<p>Deantwo: Badic page.</p>
<hr />
<div>When a [[vehicle]] is destroyed it will leave a carcass. [[Engineer]]s can use their tool to recycle resources from carcasses of vehicles.<br />
<br />
<br />
==Points==<br />
One point is earned for every 100 recycled.</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Wages&diff=9559Wages2019-02-04T16:22:29Z<p>Deantwo: Moved here from Wage. Why can't I move pages? T_T</p>
<hr />
<div>Wages are rewarded to each player during a match. The current amount is displayed at the top of the screen.<br />
<br />
==Use==<br />
Wages can be used to buy [[vehicles]] at the [[Vehicle_Factory|vehicle factory]].<br />
<br />
Wages can even be used if vehicle construction has been restricted by the [[commander]], and the vehicle cost less than the available wages.<br />
<br />
==Earning==<br />
Wages are earned when earning points from activities. The amount of wages earned depends on the activity.<br />
<br />
For example:<br />
* Repairing or healing a friendly unit is worth 13 wages.<br />
* Reviving a fallen friendly [[player]] is worth 15 wages.<br />
* Killing an enemy [[player]] is worth 18 wages.<br />
* Destroying enemy [[vehicles]] is worth 30 wages.<br />
* Increasing in [[rank]] is worth 200 wages.<br />
<br />
For a full list, see: [https://git.empiresmod.com/empires_public/empires_scripts/blob/develop/rankpoints.txt rankpoints.txt]<br />
<br />
==History==<br />
Added in [[Change Log (2.8-2.25)]]<br />
<br />
Wages:<br />
* Doing actions gains players "wage"<br />
* Wage is a players personal res pool<br />
* Wage is taken before team res while building a tank</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Wage&diff=9558Wage2019-02-04T16:21:46Z<p>Deantwo: Redirected page to Wages</p>
<hr />
<div>#REDIRECT [[Wages]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Wage&diff=9557Wage2019-02-04T16:13:27Z<p>Deantwo: Some dead links, but those pages might be good to make anyway.</p>
<hr />
<div>Wages are rewarded to each player during a match. The current amount is displayed at the top of the screen.<br />
<br />
==Use==<br />
Wages can be used to buy [[vehicles]] at the [[Vehicle_Factory|vehicle factory]].<br />
<br />
Wages can even be used if vehicle construction has been restricted by the [[commander]], and the vehicle cost less than the available wages.<br />
<br />
==Earning==<br />
Wages are earned when earning points from activities. The amount of wages earned depends on the activity.<br />
<br />
For example:<br />
* Repairing or healing a friendly unit is worth 13 wages.<br />
* Reviving a fallen friendly [[player]] is worth 15 wages.<br />
* Killing an enemy [[player]] is worth 18 wages.<br />
* Destroying enemy [[vehicles]] is worth 30 wages.<br />
* Increasing in [[rank]] is worth 200 wages.<br />
<br />
For a full list, see: [https://git.empiresmod.com/empires_public/empires_scripts/blob/develop/rankpoints.txt rankpoints.txt]<br />
<br />
==History==<br />
Added in [[Change Log (2.8-2.25)]]<br />
<br />
Wages:<br />
* Doing actions gains players "wage"<br />
* Wage is a players personal res pool<br />
* Wage is taken before team res while building a tank</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Wage&diff=9555Wage2019-02-04T15:37:45Z<p>Deantwo: basic start of the page. I don't know too much about the feature.</p>
<hr />
<div>Wages are rewarded to each player during a match. The current amount is displayed at the top of the screen.<br />
<br />
Wages can be used to buy [[vehicles]] at the [[Vehicle_Factory|vehicle factory]], even if vehicle construction has been restricted by the [[commander]].<br />
<br />
==History==<br />
Added in [[Change Log (2.8-2.25)]]<br />
<br />
Wages:<br />
* Doing actions gains players "wage"<br />
* Wage is a players personal res pool<br />
* Wage is taken before team res while building a tank</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Total_XP&diff=9526Total XP2019-01-25T17:02:21Z<p>Deantwo: Players that switched from NF or BE to another team (including spec) will have their score reset.</p>
<hr />
<div>'''Total XP''' is a ranking system. The score from all games played on official servers will be added to a database and a rank will be shown the main menu of the game.<br />
<br />
==Earning Total XP==<br />
You earn Total XP on public servers. Once a game ends, all players that are in either [[NF]] or [[BE]] team add their score to their Total XP. Only up to 50 points can be earned per game.<br />
<br />
Total XP can only go up. If your score is negative at the end of a game you will earn 0 Total XP.<br />
<br />
===Team Change Penalty===<br />
Players that switched team during a match (including spectators) will get a score penalty at the end of the game.<br />
<br />
Joining a team after first having been a spectator results in a 50% reduction in Total XP gained.<br />
<br />
If you're part of either the [[BE]] or [[NF]] teams and you leave your team you get a 90% reduction in Total XP gained.<br />
<br />
Players that switched from NF or BE to another team (including spec) will have their score reset.<br />
<br />
===Auto-Assign Bonus===<br />
If you choose a specific team instead of auto-assigned team you get a 25% XP reduction.<br />
<br />
==Rank==<br />
Your rank is shown in the lower left corner of the game's main menu. It is calculated by counting the number of players with lower Total XP than you. This means that the player ranked highest will have a rank equal to the number of players in the database.</div>Deantwohttps://wiki.empiresmod.com/index.php?title=BE&diff=9525BE2019-01-25T16:29:42Z<p>Deantwo: Redirected page to Brenodi Empire</p>
<hr />
<div>#REDIRECT [[Brenodi_Empire]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=NF&diff=9524NF2019-01-25T16:29:30Z<p>Deantwo: Redirected page to Northern Faction</p>
<hr />
<div>#REDIRECT [[Northern_Faction]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Change_Log&diff=9523Change Log2019-01-25T16:25:48Z<p>Deantwo: Added 2.21.x.</p>
<hr />
<div>This is an overview of the published versions of empires:<br />
<br />
* [[Version/2.21.x|2.21.x]]<br />
* [[Version/2.20.x|2.20.x]]<br />
* [[Version/2.19.x|2.19.x]]<br />
* [[Version/2.18.x|2.18.x]]<br />
* [[Version/2.17.x|2.17.x]]<br />
* [[Version/2.16.x|2.16.x]]<br />
* [[Version/2.15.x|2.15.x]]<br />
* [[Version/2.14.x|2.14.x]]<br />
* [[Version/2.13.x|2.13.x]]<br />
* [[Version/2.12.x|2.12.x]]<br />
* [[Version/2.11.x|2.11.x]]<br />
* [[Version/2.10.x|2.10.x]]<br />
* [[Version/2.9.x|2.9.x]]<br />
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]<br />
* [[Change_Log_(pre_2.25)|2.25 and older]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Category:Patch_Notes&diff=9522Category:Patch Notes2019-01-25T16:24:59Z<p>Deantwo: Redirected page to Change Log</p>
<hr />
<div>#REDIRECT [[Change_Log]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Change_Log&diff=9521Change Log2019-01-25T16:24:13Z<p>Deantwo: Undo revision 9520 by Deantwo (talk)</p>
<hr />
<div>This is an overview of the published versions of empires:<br />
<br />
* [[Version/2.20.x|2.20.x]]<br />
* [[Version/2.19.x|2.19.x]]<br />
* [[Version/2.18.x|2.18.x]]<br />
* [[Version/2.17.x|2.17.x]]<br />
* [[Version/2.16.x|2.16.x]]<br />
* [[Version/2.15.x|2.15.x]]<br />
* [[Version/2.14.x|2.14.x]]<br />
* [[Version/2.13.x|2.13.x]]<br />
* [[Version/2.12.x|2.12.x]]<br />
* [[Version/2.11.x|2.11.x]]<br />
* [[Version/2.10.x|2.10.x]]<br />
* [[Version/2.9.x|2.9.x]]<br />
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]<br />
* [[Change_Log_(pre_2.25)|2.25 and older]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Change_Log&diff=9520Change Log2019-01-25T16:23:41Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>This is an overview of the published versions of empires:<br />
<br />
* [[Version/2.20.x|2.20.x]]<br />
* [[Version/2.19.x|2.19.x]]<br />
* [[Version/2.18.x|2.18.x]]<br />
* [[Version/2.17.x|2.17.x]]<br />
* [[Version/2.16.x|2.16.x]]<br />
* [[Version/2.15.x|2.15.x]]<br />
* [[Version/2.14.x|2.14.x]]<br />
* [[Version/2.13.x|2.13.x]]<br />
* [[Version/2.12.x|2.12.x]]<br />
* [[Version/2.11.x|2.11.x]]<br />
* [[Version/2.10.x|2.10.x]]<br />
* [[Version/2.9.x|2.9.x]]<br />
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]<br />
* [[Change_Log_(pre_2.25)|2.25 and older]]<br />
<br />
Also listed on [[:Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Change_Log_(pre_2.25)&diff=9519Change Log (pre 2.25)2019-01-25T16:18:06Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>Current Released Version: 2.25b<br />
<br />
Closed Beta Version: 2.25 SVN<br />
<br />
Please visit the [[Download|Download]] page to get the mod as well as the most recent updates.<br />
=Source Engine=<br />
==Empires v2.25b==<br />
<br />
===Balance===<br />
* Fission reactor 90 s -> 60 s<br />
* Chemistry 90 s -> 60 s<br />
* Improved Heat Transfer Fluids 90 s -> 60 s<br />
* Advanced Coolant Engine 120 s -> 90 s<br />
* Mechanical Engineering 90 s -> 60 s<br />
* Upgraded Chassis 90 s -> 60 s<br />
* Medium Tank Chassis 120 s -> 90 s<br />
* Gas Turbine Engine 150 s -> 120 s<br />
* Electrical Engineering 90 s -> 60 s<br />
* 3 Phase Engine 60 s -> 30 s<br />
* Biology 90 s -> 60 s<br />
* Regen armor 180 s -> 150 s<br />
* Reactive 150 s -> 120 s<br />
* Standard MG damage 40 -> 30<br />
* Medium .50 cal damage 50 -> 40<br />
* Heavy .50 cal damage 60 -> 50<br />
* Chain gun damage 24 -> 16<br />
* Medium chain gun 32 -> 35<br />
* RPG missile damage 105 -> 120<br />
<br />
===Modified===<br />
* Optimized particle effects.<br />
<br />
===Removed===<br />
* White flash when firing cannon or missile launcher.<br />
* Outdated map-specific config files.<br />
<br />
===Added===<br />
* Steam avatar is now used as voice chat icon.<br />
* Disabled pushing away from other players.<br />
* Resource amount on emp_streetsoffire changed to 75% of current value.<br />
* emp_sv_refinery_multiplier 3 -> 10 on emp_escort.<br />
<br />
===Fixed===<br />
* Fixed crash when drawing crosshair.<br />
* Fixed crash when using vehicle factory from commander view.<br />
* Fixed crash when creating engineer kit sparks.<br />
* Fixed engineer sparks created multiple times per frame on client.<br />
* Tickets used are saved for reconnecting players.<br />
* Fixed exploit where player could skip delays between bursts.<br />
* Player could select weapons not belonging to his class/team.<br />
<br />
==Empires v2.25a==<br />
<br />
===Balance===<br />
* 3 phase APC engine horsepower set to 1050 from 5000.<br />
* Reflective armor's damage reduction is cut off at 50% and depends linearly on angle between missile direction and surface normal.<br />
<br />
===Modified===<br />
* Used SSE2 for all server and client binaries.<br />
<br />
===Fixed===<br />
* Fixed crash when player didn't have one of weapon choices filled in.<br />
* Fixed crash on NULL activator in vehicle spawner.<br />
<br />
==Empires v2.25==<br />
<br />
===Added===<br />
* Spectators can now see the names and health of nearby players when spectating.<br />
* Added Hint system (Options > Multiplayer > Enable Hints).<br />
* Speedometer.<br />
* emp_forceautoassign<br />
* emp_scrambleteams<br />
* Map entities swappable between teams, via a console setting.<br />
* Autorespawn support for emp_vehicle_spawner. You can still spawn as many vehicles as you like, but only the most recent will respawn on its destruction.<br />
* Sabotage support for map buildables.<br />
* Steamworks API.<br />
* Chat escape sequences %_r and %_R for research and research time respectively.<br />
* Skins (camouflage) for vehicles.<br />
* Unbuilt and sabotaged building effects.<br />
* Chassis-specific self-destruct timers for vehicles.<br />
* More weapon variables like turning speed, explosion force, etc can be changed in the scripts.<br />
* Made grenade timer, damage and explosion radius scriptable.<br />
* Made heal and repair amount for the engy tool scriptable.<br />
* Custom particles appear on a vehicle when it dies.<br />
* Implemented scriptable VGUI skills and weapons for the classes.<br />
* emp_sv_lua_from file displays Lua error messages now.<br />
* Per map particle manifests.<br />
* Particle support for all grenades.<br />
* Particles for vehicle weapons.<br />
* Show current research in hud.<br />
* Color in commander name dependent on health.<br />
* Cvar to show damage done to tanks in number.<br />
* Added a console command to dump all the active sound names.<br />
* Static crosshair with hud_dynamicrosshair 0.<br />
<br />
===Modified===<br />
* Map skybox raised for commander view and standardized squad artillery.<br />
* emp_canyon: Reworked with textures and added rain.<br />
* emp_district402: Added back way into NF 3rd flag.<br />
* emp_duststorm: Reworked with textures and effects.<br />
* emp_isle: Retextured, replaced old palm trees and added 2 new ladder in NW.<br />
* emp_glycencity: Retextured and tweaked to allow acceptable HDR, new snow blending effect.<br />
* CV hull health is 2000, CV armor plate health is 250.<br />
* Soft collisions: player doesn't collide with teammates but instead is slowly pushed away.<br />
* Optimized bandwidth used by dumb missiles and shells.<br />
* Optimized CPU time used by tanks.<br />
* Scout sabotage changed from damage type to setting health directly.<br />
* Chat window now always has a slightly grey background.<br />
* Sabotage damage to 4hp every 3 seconds.<br />
* The amount of ammo a class gets at spawn is now scriptable.<br />
* Grenadier can now carry 12 rockets (gets 8 at spawn). He also gets 5 mines at spawn (max is still 8).<br />
* When spotting enemy armor, it will now name the actual chassis of the vehicle instead of just "armor".<br />
* Restrict skid sounds to play only if handbrake is pressed.<br />
* Limit horns to a time interval, rather than 4 times per map.<br />
* Game music volume is now set by volume slider in options.<br />
* First spawn does not take any tickets.<br />
* Bots follow your view angles in vehicles.<br />
* Ambient Sound Lengths are no longer hardcoded.<br />
* Changed the dropdown-box for vehicle weapons to buttons.<br />
* Enable APC spawns from the start.<br />
* Disabled green background in mortar HUD.<br />
* Scoreboard now shows the classes of all players after the game ends.<br />
* Player now always sees the chassis indicator for tanks of the same team.<br />
* Moved heat capacity from chassis to engine.<br />
* Each commander has his own engine now.<br />
* Increased the amount of particles that can be sent through the TE system to 4096.<br />
* Increased the max engineer walls to 30. Full walls now cost 3 of this limit, 1/3 walls cost 1.<br />
* Fixed an issue with commander ML turrets not doing damage when you built them and then changed team.<br />
* Made the vehicle preset dropdown bigger so you can write more in it.<br />
* Precache all vehicle models on maps where commander exists.<br />
* Dead people can talk with alive people.<br />
* Teammates are not blinded by concussion grenades.<br />
* Projectiles (grenades) go through friendly players.<br />
<br />
===Fixed===<br />
* emp_streetsoffire: Fixed crash.<br />
* Changing infantry weapons as vehicle passenger works again.<br />
* Invalid chat escape sequences are printed back to chat.<br />
* Particle tracers no longer spout off attachment error.<br />
* Chat window hides when nothing to read.<br />
* Crash in spectator.<br />
* Crash with the vehicle spawner.<br />
* Calculator amount doesn't get reset on suicide.<br />
* Can now destroy buildables that have never been healed (issue with solid on spawn).<br />
* Fixed issue with sabotage triggered outputs.<br />
* Stats saving after a client disconnect.<br />
* Passenger could control tank.<br />
* Removed unnecessary (un)parenting when getting attachments.<br />
* Multiplayer tonemapping fixes.<br />
* Unbuilt walls not taking damage.<br />
* Fixed bug where player sees mortar shells from a grenadier staying inside his model.<br />
* Fix showing default tracer instead of weapon-specific for vehicle MGs.<br />
* Scout rifle cycle time matches animation.<br />
* Effective turn rate of missiles depending on tick rate.<br />
* Resources given from refineries with output greater than 1 weren't scaled properly.<br />
* Incorrect starting point for weapon tracer.<br />
* Scout silencer not working.<br />
<br />
==Empires v2.24e==<br />
July 13, 2009<br />
<br />
This is 2.24d fixed for Linux servers. If you are not running a Linux server you can't use this release.<br />
<br />
==Empires v2.24d==<br />
May 21, 2009<br />
<br />
Several fixes and minor balancing tweaks, a server crash was also fixed.<br />
<br />
==Empires v2.24b==<br />
May 8, 2009<br />
<br />
Note: 2.24a was released only as an internal release.<br />
===Balance===<br />
*Dig In effectiveness decreased (50%-->25%)<br />
*Repair amount required to disable sabotage decreased from 50 to 25<br />
*Sabotage now does 4 damage every 3 seconds<br />
*Raised Jeep health from 120 to 200<br />
*Jeeps no longer can carry armor<br />
*Jeep speeds have been increased (fission and 3phase excluded) and minor horsepower changes<br />
*APC speeds have been decreased (fission and 3phase decreased the most)<br />
*APC health has been restored to 150 health<br />
*Upgraded and Advanced Grenadier RPG research times and costs reduced, their effectiveness improved (-15 sec, -50% cost, +5/+10 more)<br />
*Raised Max weight of all vehicles by 10 (jeep excluded)<br />
*Raised engine weights and differentiated between engines<br />
*Hull now inherits armor resists (change for future versions, shouldn't affect this one)<br />
*BE medium steering changes<br />
*BE standard cannon is now "Improved Standard Cannon" with better characteristics (temporary fix)<br />
*Various changes to vehicle hull healths (mainly BE AFV/temporary fix)<br />
*Infantry weapon changes (exact changes in changelog located in /scripts folder)<br />
*Building HP and thus building times have been tweaked (Armory is weaker, barracks and vehicle factories are stronger but take longer to build)<br />
*Walls are generally weaker. It is now feasible to blow up walls using seismics.<br />
*Mortar versus building damage is higher<br />
*RPG damage against buildings > 1 but still very crappy<br />
*Gas turbine, research time from 120 to 150 (but moved down one research level saving 325 res and 60 sec)<br />
*Biological projectile, research cost from 500 to 400<br />
*Biological warhead, research cost from 700 to 500<br />
*Reactive armor, research time from 90 to 150<br />
*Composite armor, research time from 120 to 90<br />
*UML, weight from 50 to 70<br />
*BioML, weight rfom 80 to 70<br />
*HITML, weight from 200 to 120<br />
*SalvoML, weight from 40 to 50<br />
*GML, weight from 50 to 70<br />
*UGML, weight from 50 to 70<br />
*HML, weight from 50 to 70<br />
*UHML, weight from 50 to 70<br />
*Reactive, damage mod from 0.8 back to 0.9<br />
*Lowered health of vehicle armor<br />
*all weapon costs increased, all armor costs decreased resulting in armor costs being equal to weapon costs (was: armor cost = 60-80% of total tank price)<br />
*Infantry resists set, rifleman has resists against vehicle mgs and other infantry fire (effective armor increase); grenadier has resists against tank shells<br />
*Lower "heat to target" values on all weapons safe for plasma and HIT<br />
<br />
===Additions===<br />
*Building and infantry resist system support<br />
*Plus sign in class selection screen next to weapons that have multiple options.<br />
*If you have Revive as an Engineer, there will be an icon above friendly corpses.<br />
*Mappers can now [set/get/modify] [NF/BE] [tickets/resources] via inputs/outputs for emp_info_params<br />
*New entities "emp_vehicle_preset" and "emp_vehicle_spawner" for spawning vehicles<br />
*New entity "emp_mine_restrict" to block placement of grenadier mines<br />
*Squad artillery strike 'whistle' noise<br />
*Lua support for servers<br />
*Chat escape sequences (%_c,%_h, %_l, %_m, %_n, %_s, %_w)<br />
*Cheat command: emp_increase_squadpoints to increase squadpoints for testing<br />
*Bindings for the slotn commands, so plugins can use their on-screen menus<br />
*Can now see name and health of friendly players without directly looking at them; health indicator on friendly players is coloured according to health<br />
*A few client messages for research (research cancelled, insufficient resources, research already in progress)<br />
*New particle effects and sounds for certain vehicle MGs<br />
*emp_coast (works now)<br />
*emp_arid<br />
*cooldown on squad abilities; squad arty and revive cost changes<br />
<br />
===Fixes===<br />
*DLLs compiled with statically linked libraries, should no longer need the c++ redistributable<br />
*A rare server crash<br />
*You no longer run faster against a wall<br />
*Bug with changing resolution<br />
*Chat window buttons are now hidden at the start of a map, but chat window permanently has a slightly slightly grey background<br />
*Locked various server-crashing commands<br />
*You can now use the center button of the flower voice menu in a vehicle with handbrake (jump for infantry)<br />
*You can now bind commands to semicolon<br />
*Vehicle presets<br />
<br />
===Modifications===<br />
*Weapon and skill descriptions are now stored in a script (emp_descriptions.txt).<br />
*When selecting infantry units in Comm View, the selection images will accurately reflect the infantry class of the unit.<br />
*Removed the "Leave Squad" button in the Pop-Up Menu.<br />
*Default commander option is now to be opted out<br />
*Bullet knockback forces when proned and crouching are now equal to that of standing.<br />
*Maximum number of slots is now 64 (I wouldn't recommend using it though)<br />
*emp_urbanchaos and emp_slaughtered optimizations -- turrets work now too<br />
*BE medium viewpoint altered<br />
*Recycletime and carcass removal time added to building.txt (this prevents "turret corpse spam" to block off areas for example)<br />
*Updated manual and quickstart guide<br />
<br />
===Known issues===<br />
*New vehicle MG tracer particle effects only show up for the one doing the shooting<br />
*Streets of Fire still crashes for some people, please take caution when playing this map.<br />
*Lua support on the server is very limited.<br />
<br />
==Empires v2.23==<br />
March 3, 2009<br />
<br />
===Additions===<br />
<br />
*Added: New map, emp_Coast by tysn; a commander based map, features a capturable flag.<br />
*Added: New version of emp_urbanchaos; various improvements and optimizations, the reinforcements have been lowered.<br />
*Added: New version of emp_slaughtered; various tweaks, fixes and optimizations.<br />
*Added: New water textures, used on emp_mvalley.<br />
*Added: New version of the minimap icons, size lowered to 75%.<br />
<br />
*Added: Engineer buildable map objects now support repair and damage multipliers (http://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush)<br />
*Added: New entity "emp_infantry_restrict" allows mappers restrict areas based on class and faction (http://wiki.empiresmod.com/index.php?title=Emp_inf_restrict)<br />
*Added: Added ability to restrict turret level per map and in emp_engineer_restrict<br />
<br />
*Added: The ability for player to opt in/out of commanding.<br />
*Added: More feature for weapon balance scripts.<br />
*Added: Servers can now support upto 29 player slots (added 1 for sourceTV support)<br />
*Added: Experimental game events, for plugin support.<br />
*Added: MKII chassis; they are 2 new experimental variations on the BE AFV and NF Light Tank, modified to fit bigger weaponry. Available by researching "Upgraded Chassis".<br />
<br />
===Fixes===<br />
<br />
*Fixed: Various exploits that could cause the server to crash.<br />
*Fixed: No more spontaneous deaths standing on top of ammo boxes, walls, etc.<br />
*Fixed: Can now disable spectator ("emp_allowspectators" default 1).<br />
*Fixed: Can now specify how long a player must wait after switching team before they may switch again ("emp_teamswitch_delay" default 0).<br />
*Fixed: Handbrake no longer stuck after death in vehicle while handbraking.<br />
*Fixed: Fixed some issues with the spectator control bar.<br />
*Fixed: Stamina penalty for ducking was incorrect.<br />
<br />
===Modifications===<br />
<br />
*Modified: You can now only mute people on the scoreboard with the left mouse button.<br />
*Modified: Improved vehicle handling.<br />
*Modified: Barracks now cost 400 resources.<br />
*Modified: Damage drain suffered by sabotaged buildings is now 20 per interval (used to be 4).<br />
*Modified: slight increase in the squad point range.<br />
*Modified: squad arty and squad revive costs doubled (8 and 10 respectively).<br />
*Modified: the research tree has been rebalanced, time and cost of many items have been changed.<br />
*Modified: Removed Improved Detonators research inside Electrical Engineering branch, it didn't do anything.<br />
*Modified: Infantry weapons, for a detailed list see ".../empires/scripts/changelog_infantry_weapons.txt".<br />
*Modified: Vehicles as follows:<br />
*Modified: Buffed stock AFV hull health from 150 to 200.<br />
*Modified: Increased HP of plain armor.<br />
*Modified: Changed costs of a couple armor types.<br />
*Modified: Lowered heat to damage mod for CV, from 0.18 to 0.14<br />
*Modified: 50.cal HMG, ammo from 75 to 125<br />
*Modified: railgun, lowered weight from 120 to 110<br />
*Modified: Lowered maximum weight of APCs by 40<br />
*Modified: Increased maximum weight of AFV by 30<br />
*Modified: Slightly buffed damage modifier for reactive armor.<br />
*Modified: Plain armor heat dissipation from 4 to 6, it now dissipates heat at the same rate as the Bio Diesel Engine<br />
*Modified: Doubled CV armor's HP from 30 to 60. Can hopefully be justified by Damage to heat absorbed still being higher than other chassis.<br />
*Modified: Increased health of all armors by ~20, decreased damage modifier of the CV armor from 0.8 to 0.6<br />
*Modified: Raised Hull Health of Medium and Heavy tanks.<br />
*Modified: Increased CV hull Health from 1200 to 1600<br />
<br />
==Empires 2.22==<br />
January 19th, 2009<br />
<br />
===Additions===<br />
*Added: a second skin group for orex trees<br />
*Added: Icons for each building for the minimap<br />
*Added: Detail textures to many textures, most notably the vehicles.<br />
*Added: Vehicle weapon limited to the amounts shown on the physical model.<br />
*Added: Stats reporting for kills, deaths and rank points.<br />
*Added: Weapon stats: bullets total, bullets hit and damage done.<br />
*Added: Player counter to Unassigned and Spectator teams in the scoreboard.<br />
<br />
===Fixes===<br />
*Fixed: Handbrake can now be properly assigned to its own button<br />
*Fixed: Improper physbox on the static orex trees<br />
*Fixed: Physics.cpp crash, relating to ragdolls for the commander<br />
*Fixed: Vehicle didn't receive additional heat when going backwards.<br />
*Fixed: Maximum range shown in commander interface is incorrect for new turrets.<br />
*Fixed: Cannot use the engineer kit from the command vehicle anymore<br />
*Fixed: NF SMG2 was reloading 2 times after emptying it and getting ammo.<br />
*Fixed: A small 'cut' at the top right corner of the commander's minimap only visible in a 1.33 aspect ratio<br />
*Fixed: Reviving player getting stuck in a revived player.<br />
*Fixed: Jitter in Spectator mode<br />
*Fixed: Damage over time caused by biological weaponry to vehicles can now affect more than one side of armor at once.<br />
*Fixed: scoreboard displayed the ping value for spectators too far to the left.<br />
*Fixed: Commanders with defusal are now protected while in commander view, not just vehicle view.<br />
*Fixed: A crash relating to tanks<br />
*Fixed: A crash relating to the Engineer Tool<br />
<br />
===Modifications===<br />
*Modified: Changed the material of the static orex trees<br />
*Modified: Scheme Settings for the background of bullets on the HUD<br />
*Modified: Main Menu GUI Theme<br />
*Modified: After researching Advanced Personnel Deployment, previously built APCS can have their spawnpoints enabled at the repair pad.<br />
*Modified: Changed engine stall time back to 0.5s<br />
*Modified: Stats are sent only if sv_cheats was never set to 1.<br />
<br />
==Empires 2.21==<br />
December 29, 2008<br />
<br />
===Additions===<br />
*Added: Shells now eject from all weapons<br />
*Added: Muzzleflashes now light up the area around them<br />
*Added: Rudamentry stat tracking interface. Only records maps wins/losses for now.<br />
*Added: emp_sv_stats_enabled cvar.<br />
*Added: Customizable falloff for vehicle MGs.<br />
<br />
===Fixes===<br />
*Fixed: Scoreboard text wasn't properly aligned.<br />
*Fixed: emp_glycencity: Fixed vehicles clipping through short walls at the middle flag<br />
*Fixed: Mines could be dropped in the commander interface<br />
*Fixed: Sever skipping maps<br />
*Fixed: Map brush wasn't properly unsticking people.<br />
*Fixed: Commander could change team in command interface using jointeam.<br />
*Fixed: Rifleman armor, 'dig in', and squad armor aura now affect damage received.<br />
*Fixed: Repair station not repairing vehicle that has armor left.<br />
*Fixed: Melee attacks were not lag compensated.<br />
*Fixed: Possible fix to commander crash relating to physics<br />
*Fixed: It is now possible to revive people who have killed themselves. It doesn't give a point<br />
<br />
===Modifications===<br />
*Modified: Added more tickets to Canyon (prev: 200, now 300)<br />
*Modified: emp_mvalley: Uses nice looking water<br />
*Modified: Re-enabled the bump maps for BE building textures<br />
*Modified: Joining a team with more players is not possible.<br />
*Modified: Concussion grenades don't blind spectators.<br />
*Modified: Entering a vehicle after throwing a sticky grenade at it no longer does damage to the vehicle<br />
*Modified: Jeeps can now carry 4 plates of reactive armor.<br />
*Modified: Infantry weapons have been slightly modified.<br />
<br />
*Modified/Fixed: Canyon Optimizations, Viscluster added,Increased the size of hint brush covering skybox<br />
<br />
===Removals===<br />
*Removed: "spectate" command.<br />
<br />
==Empires 2.2 Beta==<br />
December 12, 2008<br />
<br />
===Additions===<br />
*Added: Skill points and kill/death counts are stored. If a player crashes and comes back he retains his points.<br />
*Added: Notification that a respawn or class change is necessary to acquire selected skills.<br />
*Added: Vehicle Handbrake<br />
*Added: Different Modifiers to spread and kick while in Iron sight mode<br />
*Added: Scriptable Weapon damage falloff<br />
*Added: New Camo skins for all playermodels<br />
*Added: Vehicle horns<br />
<br />
===Fixes===<br />
*Fixed: Commander and Infantry commands can now be bound to the space bar<br />
*Fixed: If a player dies by the bio effect, he no longer spawns instantly<br />
*Fixed: Crash relating to switching teams with the vehicle menu open and then building a vehicle<br />
*Fixed: Crosshair turning green when looking at engineer buildings<br />
*Fixed: Double animation for grenade throws<br />
*Fixed: Engineer Radar no longer spins while dead.<br />
*Fixed: Scout training has improved, and they no longer think that they can sabotage Walls, Engineer Radars, and Cameras. Silly Scouts....<br />
*Fixed: Scoreboard no longer shows spectators and unconnected people as dead<br />
*Fixed: Server no longer uses the Standing collision boxes for prone players<br />
*Fixed: You can now use Voice Chat with the Vehicle Customization Menu open.<br />
*Fixed: Nukes now give proper Heat To Target.<br />
*Fixed/Modified: Bio weapons work properly on regen effect / cancel out regen effect + damage<br />
*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.<br />
*Fixed: You can exit vehicles on top of buildable brushes<br />
*Fixed: Involuntary squad switch related to F menu<br />
*Fixed: Priming a grenade while prone + standing up resulted in stuck animation<br />
*Fixed: Various description text typos and grammatical errors<br />
<br />
===Modifications===<br />
*Modified: APC spawn points are now Researchable<br />
*Modified: The number of players on a team is now visible on the Team Selection Menu<br />
*Modified: RShift, RCtrl, and RAlt are now treated separate from their left counterparts, and can be used in binds.<br />
*Modified: Commander Vehicles are now frozen for 60 seconds after commander vote.<br />
*Modified: Engines now have specific settings for Chassis type<br />
*Modified: BE Assault Rifle has been modified to have a 3-round burst, and has been re-christened the Brenodi Assault Carbine.<br />
*Modified: BE Pistol 2 has been modified to have a 3-round burst, and has been renamed to the Brenodi Machine Pistol<br />
*Modified: Vehicle Armor rebalanced<br />
*Modified: Various research cost changes<br />
*Modified: Heavy tank vehicle speed lowered<br />
*Modified: Nuke description and name changed to HIT Warhead<br />
*Modified: Lock-on sound has been changed to be less annoying.<br />
<br />
===Removals===<br />
*Removed: The First mine no longer explodes after a Ninth mine has been dropped. <br />
<br />
==Empires 2.12 Beta==<br />
January 30, 2008<br />
<br />
===Additions===<br />
*Added: resource label in the top right now shows the change in res flow<br />
<br />
===Fixes===<br />
*Fixed: crash on map load after having played the previous round as commander<br />
{{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.}}<br />
<br />
==Empires 2.11 Beta==<br />
January 2, 2008<br />
<br />
===Fixes===<br />
*Fixed: crash on map load<br />
*Fixed: crashes related to engineer kit<br />
*Fixed: "Time Left" would permanently appear over the reinforcement numbers on the HUD after playing a map that reached CV sudden death<br />
*Fixed: spawn point selection map window would show up behind the squad window and disable input<br />
<br />
===Modifications===<br />
*Modified: made reinforcements show 0 when players can no longer spawn instead of 1<br />
<br />
==Empires 2.1 Beta==<br />
January 1, 2008<br />
<br />
===Additions===<br />
*Added: new wall models for both teams<br />
*Added: walls now crumble when destroyed (the debris lasts for 15 seconds)<br />
*Added: hard coded bans for confirmed griefers; report them on the official forums with evidence<br />
*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<br />
*Added: vehicles automatically drive out of the vehicle factory when built<br />
*Added: support for research items to be able to modify player weapon damage via their ammo type<br />
*Added: "Upgraded Grenadier RPG" and "Advanced Grenadier RPG" research items within the Chemistry->Improved Warhead Compounds research tree branch which upgrade the grenadier class' RPG damage (+15 and +25)<br />
*Added: new NF voice<br />
*Added: when both teams reach 1 reinforcement on commander maps, a CV sudden death timer (default is 5 minutes; "emp_sv_stalemate_countdown" 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<br />
<br />
===Fixes===<br />
*Fixed: crash when querying the player for his animation sequence and it returning an invalid sequence<br />
*Fixed: terrain exploit where a player could wedge himself inbetween a model and a steep part of terrain and walk through the terrain<br />
*Fixed: server crash due to a dangling pointer left behind by a destroyed spawn point<br />
*Fixed: crash in commander's Units panel associated with a lag spike<br />
*Fixed: engineer kit sometimes showing multiple model previews when placing an engineer item<br />
*Fixed: on conquest maps, a team could not always recapture their first flag once it had been turned neutral<br />
*Fixed: "O-1" (second lieutenant) and "O-2" (first lieutenant) rank titles were backwards<br />
*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<br />
*Fixed: walls were reducing damage to 1/24th their original value instead of the intended 1/12th<br />
*Fixed: when placing walls as an engineer and seeing the transparent preview walls, the first wall preview was being shown too high<br />
*Fixed: rare crash when spectating a player and they enter a vehicle<br />
*Fixed: the "emp_sv_kick_commander_nf" console command was missing<br />
*Fixed: commander camera could move, rotate, and zoom into the edge of the skybox, causing all entities to disappear from view<br />
*Fixed: rare crash with tank turrets<br />
*Fixed: rare crash in controls panel<br />
*Fixed: grenadier would begin reloading the RPG after 3 seconds even if a rocket was still being guided<br />
*Fixed: minor incorrect information in the research tree descriptions<br />
*Fixed: barbed wire on top of NF walls was not drawn correctly<br />
*Fixed: on emp_crossroads, players could get on top of the hills<br />
<br />
===Modifications===<br />
*Modified: mortar, BE scoped rifle, BE SMG 2, BE pistol 1, BE pistol 2, and NF shotty pistol sound effects<br />
*Modified: increased maximum number of sprites from 2048 to 8192, the lower limit was causing explosions to not show<br />
*Modified: tweaked all SMG melee animations<br />
*Modified: increased speed NF SMG 1 is drawn<br />
*Modified: "mp_chattime" 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<br />
*Modified: renamed "emp_comm_fogofwar" cvar to "emp_cl_comm_fogofwar"<br />
*Modified: renamed "emp_comm_zoom_speed" cvar to "emp_cl_comm_zoom_speed" and increased the default value from 9 to 20<br />
*Modified: renamed "emp_comm_move_speed" cvar to "emp_cl_comm_move_speed"<br />
*Modified: sticky stun bombs now cause a vehicle to overheat for 10 seconds (increased from 5 seconds)<br />
*Modified: commander camera no longer collides with player clip brushes<br />
<br />
*Modified: vehicle armor as follows:<br />
**absorbant armor, weight, from 15 to 12.5 (pair of extra plates for mediums and heavies)<br />
**reactive armor, damage modifier, from 0.9 to 0.85 <br />
<br />
*Modified: vehicle weapons as follows:<br />
**AP MG, cycletime, from 0.1 to 0.2<br />
**AP MG, damage, from 4 to 8<br />
**AP MG, clipsize, from 80 to 140<br />
**AP MG, total ammo clips, from 4 to 5<br />
**AP HMG, cycletime, from 0.09 to 0.18<br />
**AP HMG, damage, from 5 to 10<br />
**AP,HMG, clipsize, from 120 to 180<br />
**AP HMG, total ammo clips, from 4 to 5<br />
**standard cannon, heat, from 16 to 14 (to compensate for building damage-resistance change in earlier 2.0 rc's)<br />
**Plasma cannon, cycletime, from 2 to 1 <br />
**railgun, heat to target, from 3 to 0.5<br />
**ranged arty, cycletime, from 4 to 3<br />
**upgraded ml, clipsize, from 6 to 5<br />
**upgraded ml, total ammo clips, from 5 to 6<br />
**Salvo homing, lock on time, from 1 to 0.5<br />
<br />
==Empires 2.0 Beta==<br />
November 30, 2007<br />
*Released to the public<br />
{{Note|See Closed Beta Version 1.08 for full changelog}}<br />
<br />
<br />
<br />
==Closed Beta Version: Version 1.08==<br />
<br />
Empires 1.08 Build 218/RC 34 Changes:<br />
<br />
*Maps: emp_isle, a rock was floating above the ground<br />
*Added: after a player is revived, the player is checked for being stuck after 2 seconds and automatically issues "emp_unstuck" if found to be stuck<br />
*Fixed: going prone while reloading would let you shoot before the reload animation had finished<br />
*Fixed: it was possible to build a vehicle without a weapon assigned to a group<br />
*Fixed: on a server with 48 players, bringing up the scoreboard would give an error message<br />
*Modified: made engineer kit third person animation play once every second<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 200/RC 33 Changes:<br />
<br />
*Maps: emp_slaughtered, fixed incorrect dynamic shadow angles and refineries floating above the ground<br />
*Maps: emp_canyon, vehicles could be blown up onto the hills with mines and then driven off and wind up under the level<br />
*Maps: emp_glycencity, vehicles could be blow up over the clip brushes surrounding the level and fall under the level<br />
*Maps: emp_glycencity, removed the ability to build walls in buildings<br />
*Maps: emp_crossroads, some trees were floating above the ground by a very small amount<br />
*Added: new BE MG model and animations<br />
*Added: new BE engineer kit model and animations<br />
*Added: button press sounds on the engineer kits<br />
*Added: engineers cannot build within 40 feet of a vehicle factory's ramp to prevent engineer objects from blocking the exit<br />
*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<br />
*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)<br />
*Fixed: crash when customizing a vehicle and having no name for the loadout<br />
*Fixed: player's vehicle was interfering with the homing missile trace when locking onto another vehicle and driving forward<br />
*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<br />
*Fixed: player in the gunner position of the NF heavy tank wasn't positioned correctly<br />
*Fixed: engineer squad leader revive power was costing more points that it should be (broken in RC 32)<br />
*Fixed: buildings continued to animate after dying<br />
*Fixed: players could get stuck in the vehicle factory build console when it spawns<br />
*Fixed: concussion grenades could stun friendly turrets<br />
*Fixed: error in research tree, Eletrical Engineering's Tracking System branch description stated turret upgrades were included in that branch<br />
*Fixed: engineer build effect would show on a recycled engineer wall<br />
*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<br />
*Fixed: vehicle health/armor hud disappearing after changing resolution in-game<br />
*Fixed: minimap background sized incorrectly after changing resoltuion<br />
*Fixed: changing resolution in-game would crash the commander interface<br />
*Fixed: changing resolution in-game would cause the top right info bar to disappear<br />
*Fixed: other players' flashlight beams were not showing<br />
*Fixed: palm trees were using an incorrect collision mesh (most evident on emp_duststorm)<br />
*Modified: commander's multiple attack order no longer includes walls<br />
*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<br />
*Modified: decreased rail gun heat to target from 3 to 1<br />
*Modified: increased upgraded ML clips from 5 to 6, decreased clip size from 6 to 4<br />
*Modified: increased fission engine heat dissipation amount from 5 to 8<br />
*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's center<br />
*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<br />
*Modified: removed engineer kit 3rd person animation based on trailer feedback<br />
*Modified: set max players to 48<br />
*Modified: changed reported game description to "Empires v2.0"<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 174/RC 32 Changes:<br />
<br />
*Maps: emp_urban_chaos, removed ability for vehicles to get on top of buildings<br />
*Maps: emp_streetsoffire, fixed cubemaps not showing and other small issues<br />
*Maps: emp_escort, moved 3rd flag back to pre-RC 31 location<br />
*Fixed: rpg not exploding when hitting things near the shooter<br />
*Fixed: player names were being drawn for players who were visible and inside a vehicle resulting in two names being displayed<br />
*Fixed: turrets were not generating alerts to the commander when harmed<br />
*Fixed: commander built turrets would only warn the commander who built them when they're harmed (even if he had switched teams) and not the whole team<br />
*Fixed: added more precision to collision checking when exiting a vehicle as jeeps under a displacement incline could exit the passenger through the displacement<br />
*Fixed: calling for artillery from a vehicle caused the artillery to fall 90 degrees to the left of the squad leader's view<br />
*Fixed: squad leader artillery icon appearing green<br />
*Fixed: crosshair disappearing when driving a vehicle with the mortar (broken in RC 31)<br />
*Fixed: tracers not coming from the view model muzzle when spectating someone in the eye<br />
*Fixed: NF walls had the wrong environment map<br />
*Fixed: commander couldn't build vehicles from the Factory panel<br />
*Fixed: squads weren't being listed correctly in the commander Units panel<br />
*Fixed: factory restriction status would not update itself to other players in the commander Factory panel<br />
*Fixed: creating a squad via the voice menu would not go in alphabetical order<br />
*Fixed: "emp_sv_unresearch_item" sometimes being overridden by the emp_info_params entity unlocking all research<br />
*Fixed: health upgrade skill was broken in RC 31<br />
*Fixed: when entering a vehicle, the player's view was not being matched to what the turret's angle was; the turret's angle was being set to the player's angle at the time of entering the vehicle<br />
*Fixed: flashlight wasn't being projected in the right direction when in a tank<br />
*Fixed: squad member text background on the squad HUD did not match up with the text at low resolutions<br />
*Fixed: vgui textures were being affected by the texture quality setting<br />
*Modified: removed Aircraft Factory from the commander Build panel<br />
*Modified: removed aircraft image from the top right info bar<br />
*Modified: capture gui now says "Blocked" if both teams are at the flag and neither can capture until one leaves<br />
*Modified: squad leader revive skill only deducts squad points if at least one squad member is revived<br />
*Modified: if a player falls out of the level, he automatically commits suicide now rather than falling and filling the server console with warnings<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 168/RC 31 Changes:<br />
<br />
*Maps: full vis compile of emp_escort with numberous tweaks and optimizations<br />
*Maps: fixed issues on emp_urbanchaos with grass and crates that weren't solid<br />
*Maps: disabled nuclear warheads on emp_escort<br />
*Maps: resource points are now marked on emp_streetsoffire's minimap<br />
*Added: 'emp_cl_intro_music' cvar to disable the playing of music at map start<br />
*Added: new BE binoculars view model<br />
*Added: maps without a commander now have a "waiting for players" phase where no one may spawn; this mimics the commander voting phase of commander based maps and uses the 'emp_sv_wait_phase_time' cvar to set the amount of time to wait<br />
*Added: the time left in the commander vote and the time left for the "waiting for players" phase of non-commander maps is now printed to the center of the screen<br />
*Added: new vehicle engine sounds for the CVs, APCs, and AFV/LT<br />
*Added: 'emp_sv_research_item <string>' and 'emp_sv_unresearch_item <string>' 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)<br />
*Fixed: crash when entering command vehicle<br />
*Fixed: tank turret pitch resetting to 0 when bringing up the voice menu, scoreboard, or other vgui window<br />
*Fixed: view turning black and colors bleeding when bringing up a vgui window while in a tank<br />
*Fixed: players couldn't exit a vehicle in areas with low ceilings<br />
*Fixed: client-side vehicle MG tracers were broken in RC 30 and firing without any weapon spread<br />
*Fixed: scout in a jeep with binoculars was shown as standing instead of sitting<br />
*Fixed: tracers from other players originating from a very wrong location<br />
*Fixed: mortar and RPG needing to be reloaded could be fired without any projectile being shot out<br />
*Fixed: in the vehicle customization GUI, the heat capacity and MG Slot numbers listed were bugged<br />
*Fixed: getting stuck in the BE wall model while building it<br />
*Fixed: nf crates having incorrect normal maps<br />
*Fixed: vehicle engines could turn silent when rapidly transitioning from one engine sound to another<br />
*Fixed: player could prone into a vehicle wheel and be pushed through an adjacent displacement surface<br />
*Fixed: difficulty in exiting the 2nd seat of a vehicle<br />
*Fixed: mortar and RPG missiles exploding immediately upon firing in some vehicles<br />
*Fixed: vehicle fired shells could collide with their own turret and explode if the vehicle is moving fast enough<br />
*Fixed: NF landmine model was floating above the ground<br />
*Fixed: vehicles turning completely black when destroyed<br />
*Fixed: players and vehicles that are spotted would not immediately show the correct position on the minimap<br />
*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<br />
*Fixed: player weapon would disappear when getting more mines while in the gunner position of an APC<br />
*Fixed: with only two players on a team, one player could vote out the other from the command vehicle<br />
*Fixed: changing key bindings from the controls window will now unbind the previous bindings<br />
*Modified: with the mortar selected, the normal crosshair is now replaced by a static green crosshair<br />
*Modified: renamed 'emp_building_smokeinterval' cvar to 'emp_cl_building_smokeinterval'<br />
*Modified: players can stand on walls and build them once again<br />
*Modified: lowered first person view point of players in the Brenodi jeep to match where the heads of the player models are located<br />
*Modified: set the crosshairs while driving a vehicle to be drawn with 0 spread<br />
*Modified: engineer kit no longer functions when in a vehicle<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 167/RC 30 Changes:<br />
<br />
*Maps: fixed disappearing buildings on emp_streetsoffire<br />
*Added: updated BE RPG world model<br />
*Added: new voice menu replacing the old one<br />
*Added: 'emp_cl_voicemenu_keyboard' cvar, set to 0 to disable the voice menu from using the keyboard as input<br />
*Added: 'emp_cl_voicemenu_mouse' cvar, set to 0 to disable the voice menu from using the mouse as input (both keyboard and mouse input can't be disabled together)<br />
*Fixed: prone players firing the MG would rotate erraticly<br />
*Fixed: some brenodi empire crate models had no collision mesh<br />
*Fixed: sabotaged buildings continued to emit purple smoke when destroyed<br />
*Fixed: drivers couldn't see the explosion from their HE MG weapon<br />
*Fixed: vehicles would sometimes not repair at a repair pad or get ammo from ammo crates<br />
*Fixed: players who tried to unprone without sufficient room would be shown as standing even though they are still in prone<br />
*Fixed: players could unprone through the map<br />
*Fixed: preplaced BE radars on a map wouldn't rotate<br />
*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<br />
*Fixed: scout stickies would disable friendly vehicles<br />
*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)<br />
*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)<br />
*Fixed: for players driving a vehicle, the end game camera angle was restricted<br />
*Fixed: vehicle passenger lists were inaccurate if a player switched teams<br />
*Fixed: getting a kill as a vehicle passenger would show the vehicle icon<br />
*Fixed: commander could give orders on the skybox<br />
*Fixed: voice menu couldn't be clicked while holding down a button (ie crouch)<br />
*Fixed: enemy walls had become always hidden to the commander, reverted to before where they were always visible<br />
*Fixed: buildings could unstick a player through the level into the void when the unstick attempt fails<br />
*Fixed: attempted to fix players able to walk through walls as they're built<br />
*Fixed: removed broken "Player List" item from the title screen<br />
*Modified: removed "cl_righthand" cvar as it was stretching view models instead of flipping them correctly<br />
*Modified: spotted diamonds over players, vehicles, and buildings now fade in and out to make predicting the target harder<br />
*Modified: cameras no longer spot players who are still<br />
*Modified: players who try to unprone without sufficient room will no longer unprone when sufficient room becomes available<br />
*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<br />
*Modified: disabled the building of engineer turrets, cameras, and ammo crates in water<br />
*Modified: set spotted status for players and vehicles to update sooner<br />
*Modified: sticky grenades do 150 damage to command vehicles instead of 300<br />
*Modified: increased the time a target is spotted via the voice menu from 7 seconds to 10 seconds<br />
*Modified: removed squad leader commands "dig-in", "build here", and "grenade attack" which had no associated voice commands<br />
*Modified: added more precision to emp_unstick<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 165/RC 29 Changes:<br />
<br />
*Added: lcd screen displays to NF engy kit and BE rifles<br />
*Added: new BE RPG model and animations<br />
*Added: new BE mortar model and animations<br />
*Fixed: engineer was able to build more walls than his limit allowed<br />
*Fixed: VAC symbol was misplaced on the loading screen<br />
*Fixed: spectating a player who exited a vehicle could cause the spectator's view angles to have an inaccurate roll angle<br />
*Fixed: tracers from other players weren't going to the same location that their bullets were<br />
*Fixed: in prone, player's body was twisting instead of rotating<br />
*Fixed: sticky nades could be thrown at building floors or prone players and they would disappear<br />
*Fixed: commander built turrets were floating above the ground<br />
*Fixed: generic text on the chat line wouldn't fade out or would take on the team color of the last chat message<br />
*Modified: iron sights on all weapons now more accurately match up with the bullet destination<br />
*Modified: in iron sights, weapon recoil is reduced by 50%<br />
*Modified: optimized some elements of player animation<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 164/RC 28.1 Changes:<br />
<br />
*Maps: on emp_mvalley, fixed disappearing rock in C1<br />
*Maps: on emp_isle, fixed water<br />
*Maps: on emp_duststorm, fixed water and disappearing terrain near BE base<br />
*Added: death notice icon for sticky grenades<br />
*Fixed: engineer was able to build more walls than his limit allowed<br />
*Modified: decreased font size of squad HUD<br />
*Modified: scout rifles sway more when jumping (10x), standing (3x), and ducking (1.5x)<br />
*Modified: increased velocity of sticky bombs<br />
*Modified: sticky bombs now stick to buildings and players<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 161/RC 28 Changes:<br />
<br />
*Maps: commander building was broken on emp_crossroads and emp_money<br />
*Maps: trees were broken on emp_cyclopean<br />
*Maps: full vis compile of emp_duststorm<br />
*Maps: full vis compile of emp_isle, fixed light bleeding through some displacement areas, fixed props hovering above ground<br />
*Maps: fixed emp_crossroads light bleeding through cliff walls<br />
*Maps: increased number of tickets on emp_canyon from 200 to 300<br />
*Maps: increased starting res on emp_cycloplean from 100 to 400<br />
*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<br />
*Added: rifleman sticky bomb grenade, it can't be thrown far, but it sticks to vehicles and does 400 damage<br />
*Added: scout sticky stun bomb grenade, it's the same as the rifleman sticky bomb, except it does 100 damage and gives 100% heat to vehicles for 5 seconds<br />
*Fixed: spectating the command vehicle put the camera too close to the vehicle<br />
*Fixed: wrong team was being declared the winner when a command vehicle died (broken in RC 27)<br />
*Fixed: turrets would continue to shoot after the game had ended<br />
*Fixed: vehicle weapons would continue to shoot after the game ended<br />
*Fixed: scout enhanced senses skill worked when in the command interface<br />
*Fixed: vehicle factory and armory could be seen through fog of war<br />
*Fixed: building a wall could cause the engineer to be pushed up and through a displacement surface<br />
*Fixed: vehicles could push players through the map<br />
*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<br />
*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<br />
*Fixed: changed the way the engineer kit stores what item it is about to place to prevent problems with the client and server disagreeing<br />
*Fixed: dead engineer built items would still show the "upgrade/recycle" right*click menu<br />
*Fixed: right*clicking a wall would show the option to upgrade<br />
*Fixed: engineer turret and camera healthbars were still showing after the game had ended<br />
*Fixed: players could hide in a set of crates inside the Brenodi armory building<br />
*Fixed: getting out of a vehicle with the exit point just below a solid object could cause the player to fall through the level<br />
*Fixed: scout rifles not always playing shoot animation<br />
*Fixed: turrets weren't firing at targets they had a clear line of sight to because of code that was broken in a previous RC<br />
*Fixed: when playing a demo recorded from a tank driver, the tank turret would not rotate<br />
*Modified: reduced the amount of network info required for sending player angles<br />
*Modified: lowered eyes of NF soldier<br />
*Modified: made loading screen appear larger<br />
*Modified: scout rifles are now always 100% accurate when in scope view (ie standing accuracy is now equal to prone accuracy)<br />
*Modified: reduced font size of squad management GUI<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 159/RC 27 Changes:<br />
<br />
*Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley<br />
*Maps: full vis compile of emp_crossroads<br />
*Maps: full vis compile of emp_money<br />
*Maps: on emp_urbanchaos, spawns were located at the wrong flags<br />
*Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem<br />
*Added: extra text to "<team> wins" end of game message stating the reason for the win<br />
*Fixed: rare crash in the commander GUI when drawing the images of the selected units<br />
*Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out<br />
*Fixed: player received a kill when changing teams while alive<br />
*Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object<br />
*Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not<br />
*Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out<br />
*Fixed: grenade throw 3rd person animation was missing<br />
*Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown<br />
*Fixed: Brenodi armory's health and ammo crates were floating slightly above the actual floor<br />
*Fixed: shotgun pistol loses all ammo when revived<br />
*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<br />
*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<br />
*Modified: removed 'mp_friendlyfire' cvar<br />
*Modified: engineer cameras no longer spot any invisible players<br />
*Modified: moved up the voice status HUD when in the commander interface<br />
*Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head<br />
*Modified: commander can now be spectated when not in the command interface<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 158/RC 26 Changes:<br />
<br />
*Maps: emp_urbanchaos, did full vis compile, flags now require capturing in order, VFs respawn if destroyed<br />
*Maps: emp_streetsoffire, optimized and fixed potential crash<br />
*Maps: emp_cyclopean, fixed minor issues<br />
*Added: widescreen support for the commander GUI<br />
*Added: new Brenodi pistol 2 model<br />
*Added: weapon view model is lowered when moving in prone to give visual feedback to the player that he can't shoot<br />
*Fixed: every time a vehicle with defusal would drive over an enemy mine, the mine would double in damage and quintiple in damage radius<br />
*Fixed: "m_flPlaybackRate" out of bounds error in console which would slow the server down, done by clamping the input to SetPlaybackRate()<br />
*Fixed: on hud, vehicle health didn't have black bg to make it stand out against the engineer kit sparks<br />
*Fixed: weapons were actually not using any prediction which led to such issues as view models appearing jittery<br />
*Fixed: players would recover damage taken from bio weapons<br />
*Fixed: on the class VGUI screen, skills would not revert to the unlocked image between map changes<br />
*Fixed: commander could build under the map<br />
*Fixed: commander camera could rotate through map brushes<br />
*Fixed: issue with weapon view models acting jittery when receiving a new animation sequence from the server<br />
*Fixed: walls were being drawn on the minimap and targeted by missile turrets<br />
*Fixed: dead players could build buildings with the +use key<br />
*Fixed: building ambient sounds would continue to play after the building had died<br />
*Fixed: a hidden scout going from duck to prone or vice versa would unhide<br />
*Fixed: walls would give points for their destruction<br />
*Fixed: in the commander's Unit panel list, vehicle health was always listed as 0<br />
*Fixed: in the commander's Factory panel, only the vehicle factories within network visibility distance were being listed in the vehicle factory combo box<br />
*Fixed: crash within the commander's Factory panel<br />
*Fixed: selecting a unit from the commander's Units panel wouldn't update the order buttons<br />
*Fixed: "Building (0H)" appearing in the commander Units panel<br />
*Fixed: out of breath sound playing for spectators and dead players<br />
*Fixed: mines placed on vehicles would float in the air once the vehicle had moved<br />
*Fixed: mines placed on buildings would float in the air once the building had died and been removed<br />
*Fixed: Brenodi level 2 missile turret model's top was not solid<br />
*Fixed: re*implemented new networking rate limiting system in a different form to fix the glitches of the previous implementation<br />
*Modified: when clicking and dragging to build walls as the commander, right*click now cancels building<br />
*Modified: raised total player limit to 56 players<br />
*Modified: for "emp_eng_map_brush/model" 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<br />
*Modified: reduced wall damage resistance from 60 to 24<br />
*Modified: reduced engineer camera and radar damage resistance from 6 to 2<br />
*Modified: composite armor damage modifer: 1 -> 0.8<br />
*Modified: BE AFV cost: 100 -> 150<br />
*Modified: NF Light Tank max weight: 743 *> 783<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 152/RC 25 Changes:<br />
<br />
*Maps: on emp_district, players could climb on invisible brushes behind cap point 5<br />
*Maps: on emp_district, health and ammo crates weren't available at cap point 5<br />
*Maps: on emp_district, engineer objects could be built on sewer entrances and exits<br />
*Added: shadow to minimap's player sector position text<br />
*Added: squad leader star on minimap<br />
*Added: scoreboard scrollbar<br />
*Fixed: vehicle wheels rotating left/right due to steering was visually jittery<br />
*Fixed: vehicle wheel rotation due to steering related network variable was being sent for all vehicles, even tanks without rotating wheels<br />
*Fixed: spectating a player in the eye was broken<br />
*Fixed: capture gui not hiding itself after a map change (for real this time!)<br />
*Fixed: dead squad members not showing 0 health when dead<br />
*Fixed: grenadier mines detonating other mines were causing mines to explode multiple times before being removed<br />
*Fixed: vehicle passengers looking in the correct direction was broken in rc24<br />
*Fixed: vehicles continuing to drive after dying<br />
*Fixed: dead buildings would not have their black tint if the building was destroyed outside of the player's network visibility range<br />
*Fixed: with the engineer kit, vehicle health/armor bars sometimes showing with a tiny sliver less health than full and weld effect showing <br />
*Fixed: altered vehicle player collision code to fix rc 24 reintroducing problem of pushing players through displacements<br />
*Fixed: lone trees had no collision mesh<br />
*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<br />
*Fixed: fixed BE radar's collision mesh so that players can no longer hide in the large round cord leaving the main structure<br />
*Fixed: added door to NF repair pad to show that players can't go inside<br />
*Fixed: detecting a vehicle's armor as a grenadier and dying would show the vehicle armor detection and fade out upon respawning<br />
*Fixed: on medium and low quality model settings, the lower quality building models would hide objects that the player could collide with<br />
*Fixed: minimized NF medium and heavy tanks spinning out<br />
*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<br />
*Fixed: engineer cameras and radars were adding to the building limit<br />
*Fixed: research tree description for Mechanical Engineering was outdated<br />
*Fixed: commander could get a "reliable stream overflow" error if he told many units to attack multiple targets<br />
*Fixed: turrets erraticly rotating after death<br />
*Fixed: engineers building objects inside "emp_eng_map_brush/model" entities<br />
*Fixed: scout sabotage icon could show when in a vehicle<br />
*Fixed: engineer crosshair indicating a restricted build area would show when in a vehicle<br />
*Fixed: vehicles inside an engineer buildable brush/model are now destroyed instead of becoming stuck when they turn solid<br />
*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<br />
*Fixed: spawning at a spawn point that is disabled at exactly the same time would turn the player into a spectator<br />
*Fixed: exiting the commander interface would unbind infantry binds until exiting the vehicle causing the voice menu to show "Key Not found" for buttons relying on infantry specific commands such as "jump"<br />
*Fixed: placing a refinery on a resource point would always show the building as green even if a player were in the way<br />
*Fixed: as commander, clicking and dragging in the world and then releasing the mouse over a command button would issue that command<br />
*Modified: ML turrets no longer target engineer cameras and radars<br />
*Modified: commander now only receives one notice that an enemy unit he ordered to be attacked has been killed<br />
*Modified: redid emp_slaugtered's minimap<br />
*Modified: altered emp_glycencity's minimap to more accurately position player, vehicle, and building icons<br />
*Modified: "emp_eng_restrict" brushes now block engineer build items instead of only affecting the player building the object<br />
*Modified: shortened chassis names that began with "Northern Faction" to "NF" to lessen the visual space they took up on the commander GUI<br />
*Modified: increased the area around resource points that can't be built in to prevent buildings blocking refinery placement<br />
*Modified: reduced network bandwidth used by vehicle speed network variable<br />
*Modified: removed network var "m_nNextThinkTick" that was being sent frequently yet did nothing on the client<br />
*Modified: vehicle passengers using their own weapons no longer rotate with the vehicle turret<br />
*Modified: players using the hidden skill or squad leader ability can no longer be the target of attack orders from the enemy commander<br />
*Modified: set commanders in the command interface to not be broadcasted via the network to anyone<br />
*Modified: increased grenadier mine damage from 100 to 150<br />
*Modified: gave more leeway to making small steering corrections without slowing tanks with fusion and 3 phase engines down<br />
*Modified: added ping and voice status to spectators on scoreboard<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 149/RC 24 Changes:<br />
<br />
*Maps: did full vis compiles for emp_streetsoffire, emp_canyon, emp_glycencity, emp_slaughtered<br />
*Added: new BE pistol 1 model<br />
*<s>Added: network transmission rate control system to limit the frequency that network variables are transmitted based on the player's distance to the entity sending the network info and whether the player is facing the entity (controlled via cvars: 'emp_sv_netvisdist_ratemin', 'emp_sv_netvisdist_ratemax', 'emp_sv_netvisdist_ratedistmin', 'emp_sv_netvisdist_ratedistmax', and 'emp_sv_netvisdist_ratefacingmul')</s> - ''Removed due to overhead causing lag. Will return after optimization.''<br />
*Fixed: crash with going prone and somehow not having a weapon<br />
*Fixed: scout losing ability to restock the concussion grenade after reviving<br />
*Fixed: vehicle wheels wouldn't push players out of the way consistently due to not sufficiently checking if the space to move the player was clear<br />
*Fixed: capture gui not hiding itself after a map change<br />
*Fixed: altered scout rifle code to remove a loop that may have been freezing the server (need confirmation if it fixes it or not)<br />
*Fixed: all player eye angles were being sent over the network twice<br />
*Modified: enemy commander no longer receives network info regarding enemy units in the fog of war<br />
*Modified: cleaned up vehicle network data to only send weapon info to driver and to only send passenger info to team mates<br />
*Modified: moved top bar network info into player resource data table (transmission rate controlled with player resource interval cvar)<br />
*Modified: renamed 'emp_sv_player_resource_interval' to 'emp_sv_player_minimap_interval'<br />
*Modified: renamed 'emp_sv_vehicle_resource_interval' to 'emp_sv_vehicle_minimap_interval'<br />
*Modified: added 'emp_sv_player_resource_interval' to only control how often the scoreboard info updates<br />
*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)<br />
*Modified: decreased HMG stamina drain (standing: 4 -> 2, crouching: 2 -> 1, prone: 1 -> 0.2)<br />
*Modified: increased SMG 2 spread (max duck spread: 0.15 -> 0.18, ducking spread decrement: 0.1 -> 0.07, prone spread decrement: 0.2 -> 0.1)<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 148/RC 23 Changes:<br />
<br />
*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<br />
*Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean<br />
*Added: admin console commands "emp_print_tickets" and "emp_print_res" to print out the number of tickets and resources to the console<br />
*Fixed: crash with 'ent_create' being used from console<br />
*Fixed: crash with squad leader revive<br />
*Fixed: bio weapon damage was preventing vehicles from repairing at the repair station<br />
*Fixed: default explosions being green<br />
*Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class<br />
*Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC)<br />
*Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it<br />
*Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility<br />
*Fixed: "emp_sv_netvisdist_player" and "emp_sv_netvisdist_vehicle" cvars' functionality was broken<br />
*Fixed: players in vehicles could not hurt themselves with explosives<br />
*Fixed: texture issues on building models<br />
*Fixed: dead players could open ammo boxes<br />
*Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload<br />
*Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time<br />
*Fixed: having another window open with the capture gui visible would lead to problems<br />
*Fixed: made mines not freeze in place until they're completely stationary<br />
*Fixed: destroyed vehicles not pushing players away/running them over<br />
*Fixed: passenger listing getting cut off<br />
*Fixed: crash with team menu open when changing levels<br />
*Fixed: engineer kit showing wall health in green when unbuilt<br />
*Fixed: vehicle limit would prevent recustomizing vehicles on the repair station<br />
*Fixed: vehicle health being listed incorrectly in the commander interface<br />
*Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD<br />
*Fixed: SourceTV showing Team window<br />
*Fixed: SourceTV not showing players, vehicles, and buildings on the minimap<br />
*Fixed: players able to exit vehicles next to displacements and walk through them<br />
*Fixed: players able to be pushed by vehicles into displacements and walk through them<br />
*Fixed: players could spam the squad invite request via the squad interface<br />
*Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle<br />
*Modified: removed rpgs bouncing off buildings<br />
*Modified: increased armor detection distance and fade out speed<br />
*Modified: all vehicle wheels are now checked for collisions against players<br />
*Modified: changed weapons that don't have magazines to print "N/A" instead of "0" in the ammo HUD<br />
*Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit<br />
*Modified: spectators can no longer bring up the commander vote window<br />
*Modified: plasma MG creates more heat for the vehicle firing it (1 -> 4) and has a higher cycle time (0.1 -> 0.3)<br />
*Modified: HE MG increased damage (10 -> 12), increased cycle time (0.3 -> 0.5), decreased spread (0.02 -> 0.01), and decreased heat to target (0.25 -> 0.1)<br />
<br />
<br />
-------------------------<br />
Empires 1.08 Build 146/RC 22 Changes:<br />
<br />
*Added: support for decimal ticket bleed values less than 1 for slower ticket bleed from capture points<br />
*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<br />
*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<br />
*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<br />
*Added: 'emp_sv_commander_visiblity_interval' cvar to control how often enemy units are checked to see if they are visible to the commander based on proximity to enemy units<br />
*Added: 'emp_sv_suddendeath_countdown' cvar to control ticket bleed during sudden death (when 'mp_timelimit' is reached)<br />
*Fixed: emp_unstuck was broken in the last release<br />
*Fixed: crash with clicking rapidly on the scoreboard<br />
*Fixed: refineries were giving resources before commander voting had finished<br />
*Fixed: looking at an unbuilt building as any class other than engineer would show its healthbar in green instead of yellow<br />
*Fixed: non-engineer class players couldn't build walls<br />
*Fixed: removed "Sound Compatability Attenuation" setting for weapon sounds which caused them to use the HL 1 sound system<br />
*Fixed: squad leader orders voice menu was showing for players who weren't squad leaders<br />
*Fixed: player in a tank's gunner position was not always facing the correct direction<br />
*Fixed: player in a tank's gunner position would sometimes appear to be running<br />
*Fixed: engineer squad leader able to mass heal dead players<br />
*Fixed: engineer cameras and radars unable to be spotted<br />
*Fixed: engineer weld effect could be seen even if the player was out of the network visibility distance<br />
*Fixed: when reviving, all weapon clips were fully loaded instead of kept the same as at the time of death<br />
*Fixed: crash with squad HUD if a squad member fired their weapon while having never entered the local player's network visibility radius<br />
*Fixed: vehicles not playing engine shutdown sound when the driver exits<br />
*Fixed: spawn selection map stealing mouse input from other panels visible in front of it<br />
*Fixed: customizing a vehicle loadout's weapon grouping and pressing the back button would keep the weight and cost of the vehicle hidden<br />
*Fixed: weapons could do no damage but could still give heat to friendly vehicles<br />
*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<br />
*Fixed: weapon melee attacks leaving bullet holes<br />
*Fixed: mines falling through displacements when dropped while prone and looking down<br />
*Fixed: on the squad HUD, players without a valid class did not have their name displayed correctly<br />
*Fixed: players could pass through the NF command vehicle's wheels by ducking or going prone<br />
*Fixed: commander able to place buildings on top of the middle structures on emp_crossroads<br />
*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)<br />
*Modified: increased speed of grenadier missiles from 1500 to 1700<br />
*Modified: reduced smoke trail thickness of missiles<br />
*Modified: increased building damage reduction from 4 to 6<br />
*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)<br />
*Modified: players can no longer get mass revived before their first spawn<br />
*Modified: duck key no longer closes voice menu<br />
*Modified: with the commander in the command interface, the command vehicle now causes enemy units to be visible to the commander<br />
*Modified: players can no longer change class while in a vehicle<br />
*Modified: grenadier's armor feedback skill fades out much slower<br />
*Modified: crosshair remains showing with mortar weapon in hand<br />
*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<br />
*Modified: a prone player that is looking through iron sights will leave iron sights when moving and not be prevented from moving<br />
*Modified: lowered APC hull health from 200 to 80<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 143/RC 21 Changes:<br />
<br />
*Maps: updates to emp_urbanchaos, emp_streetsoffire, and emp_cyclopean<br />
*Added: icons for squad leader powers with a count down clock for powers that last 30 seconds<br />
*Added: new BE heavy rifle view model<br />
*Added: new BE landmine view and world model<br />
*Added: pressing escape with a VGUI window open will close it<br />
*Fixed: BE squad orders used the NF voices<br />
*Fixed: asking a player to join a squad now plays the voice request for the squad leader in addition to the other player<br />
*Fixed: turrets were firing at players without being perfectly lined up for the shot<br />
*Fixed: previously implemented fix to commander spamming orders has been improved to fix deficiencies<br />
*Fixed: walls were adding to the wall limit and costing resources even if they weren't being built<br />
*Fixed: turrets were adding themselves to the turret limit even if they were not being built<br />
*Fixed: spectators could use sprint and run out of breath<br />
*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<br />
*Fixed: vehicle reverse speed was bugged to be much lower than it should be; vehicles can now reverse up hills<br />
*Fixed: on emp_cyclopean, preplaced ammo and health crates were not functioning properly<br />
*Fixed: player standing directly on a concussion grenade when it detonates would not be blinded<br />
*Fixed: emp_unstuck could be used to get outside of the level<br />
*Fixed: vehicle MGs could hit their own vehicle if the vehicle traveled fast enough (Bio MG = ouch)<br />
*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<br />
*Fixed: player arrows not appearing on the minimap when the player first joins the game <br />
*Fixed: white local player icon on the minimap not appearing when the local player is in a vehicle<br />
*Fixed: another deficiency with going prone and falling below a displacement<br />
*Fixed: pressing the same key used to open a VGUI window will close it<br />
*Modified: BE iron sights no longer obscure as much of the player's view<br />
*Modified: lowered BE medium tank neutral turn speed<br />
*Modified: improved tank neutral turn to begin activating before the tank is fully stopped for more responsiveness<br />
*Modified: reduced bullet damage push force (0.5 to 0.25)<br />
*Modified: engineer build items can no longer be built on surfaces that are too steep for the player to stand on<br />
*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<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 142/RC 20 Changes:<br />
<br />
*Added: out of breath sound when the player runs out of stamina<br />
*Added: more player death sounds<br />
*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<br />
*Fixed: grenadier can no longer switch away from the RPG or mortar while reloading and back to instantly reload the weapon<br />
*Fixed: grenadier not seeing mortar crosshair when in a vehicle<br />
*Fixed: a random crash on map load<br />
*Fixed: MG turrets would continue to target a player that moved behind cover<br />
*Fixed: turrets would target players that were out of its pitch range<br />
*Fixed: improved finding the ground when exiting a vehicle to prevent going through the map<br />
*Fixed: added extra ground detection to prevent going through the map when going prone<br />
*Fixed: vehicles not showing engineer kit repair effect to the engineer repairing<br />
*Fixed: non-engineer class players able to build unbuilt but dead buildings<br />
*Fixed: engineer kit ammo exploit involving vehicles<br />
*Fixed: raised NF medium tank body in relation to its wheels to minimize getting stuck<br />
*Fixed: added barrier behind ramp in NF vehicle factory to prevent vehicles from going in reverse and getting stuck<br />
*Fixed: could climb BE vehicle factory crates and get on roof<br />
*Fixed: lack of collision mesh for stairs inbetween ramps in NF repair station<br />
*Fixed: biological weapons could do damage to friendly vehicles<br />
*Fixed: increased delay between vehicle linked weapons firing to prevent shells and grenades from colliding with each other as they're fired<br />
*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<br />
*Fixed: unducking and then ducking before fully unducking would freeze the player's view at a height above the ducking view height allowing the player to shoot over obstacles that obscured the player's ducking hitbox<br />
*Fixed: third person engineer toolkit appearing green<br />
*Fixed: BE pistols and MG lacked reload sounds<br />
*Fixed: spawn point selection screen would open after the player's first death no matter what<br />
*Fixed: ammo/health crates that spawned with a capture point would spawn on top of players instead of moving them out of the way<br />
*Fixed: scout rifle crosshairs disappearing due to lag<br />
*Fixed: crash when trying to delete a vehicle loadout<br />
*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<br />
*Fixed: selecting a Brenodi APC as commander listed it as a Brenodi AFV<br />
*Fixed: selecting a vehicle without armor on any side would incorrectly display its health for the commander<br />
*Fixed: unable to spot targets while driving a vehicle<br />
*Fixed: when spotting a far away target with multiple targets under the crosshair, the closest target would not always be the one spotted<br />
*Fixed: spectating a player in the eye view while they're in a vehicle passenger position would show the wrong location<br />
*Fixed: missing triangle on top left rear corner of BE APC and AFV vehicles<br />
*Modified: vehicle MG sound effect<br />
*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)<br />
*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<br />
*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<br />
*Modified: moved squad leader's "Move To Location" voice menu order button from the top slot to the middle slot to prevent confusing it with the Spotted command button<br />
*Modified: relocated BE APC's MG fire origin to the end of the cannon (was on the right of the turret)<br />
*Modified: moved the location ML turrets targetted on other turrets to prevent misses<br />
*Modified: vehicle weapons have been modified for weight, damage, and cycle time by DizzyOne for balancing<br />
*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<br />
*Modified: as spectator at game end, only the losing music will play to signify the end of the game<br />
*Modified: increased neutral turn speed for NF medium and heavy tanks<br />
*Modified: increased NF medium tank axle ratio for a slight performance increase<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 141/RC 19 Changes:<br />
<br />
*Maps: updated Streets of Fire to fix the lack of collisions with trees and to allow vehicles to climb curbs<br />
*Added: default settings when creating a listen server<br />
*Added: grenadiers can now fire from prone<br />
*Fixed: player eyes' pupils not showing<br />
*Fixed: repair station vehicle recustomization was broken<br />
*Fixed: jittery view when spawning as standing after dying in prone or spawning in prone after dying as standing<br />
*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't shoot you if looking over an obstacle<br />
*Fixed: spotting a turret that was placed by the mapper would show garbled text instead of the usual spotted message to teammates<br />
*Fixed: walls weren't building when spawning too close to the engineer building them; they now ignore the engineer that is building them<br />
*Fixed: vehicle build exploit where large weapons could be treated as single sized weapons in weapon slots of size two or three<br />
*Fixed: the commander could order players to guard themselves<br />
*Fixed: commander must wait 1 second inbetween issuing orders to prevent DizzyOne's "Move to this location" techno remix<br />
*Fixed: commander could not issue attack orders by clicking on a tank's turret<br />
*Fixed: explosive weapons could deal damage to both a vehicle's turret and the vehicle resulting in twice the amount of damage given to it<br />
*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<br />
*Fixed: inability to change class after having the free squad skill and then being commander<br />
*Fixed: problems with the BE vehicle factory collision mesh<br />
*Fixed: popup menu could stay open over a map change<br />
*Fixed: added checking of team resource variable to prevent overflowing the variable<br />
*Fixed: NF scout's binoculars were using the Brenodi binoculars world model<br />
*Fixed: crash when selecting more than 64 units as a commander<br />
*Fixed: MG turrets could shoot through walls if their barrel tip went through the wall<br />
*Fixed: MG turrets had trouble targetting prone players<br />
*Fixed: altered barracks and armory code to ensure players can only change class when the building is fully built and alive<br />
*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<br />
*Modified: increased the repair station's repair speed<br />
*Modified: the repair station will not heal a vehicle if it has been damaged within the past 10 seconds<br />
*Modified: reduced standard cannon heat output from 20 to 16<br />
*Modified: removed engineer vehicle heal aura<br />
*Modified: reduced anti-tank vehicle machine guns' damage<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 139/RC 18 Changes:<br />
<br />
*Added: vehicles can now be customized at a repair station:<br />
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.<br />
*Fixed: "emp_unstuck" could be used as a spectator<br />
*Fixed: crash when spawning in APC<br />
*Fixed: aircraft were visible in the commander's vehicle factory menu<br />
*Fixed: spectating a player in the eye now shows the target player's ammo correctly<br />
*Fixed: muting players via the scoreboard<br />
*Fixed: flag capture GUI would disappear when bringing up the scores window<br />
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost<br />
*Fixed: building a vehicle from a sabotaged vehicle factory would cause the client to see that the vehicle's armor was half gone, but the armor would actually be all there on the server<br />
*Fixed: vehicles can no longer shoot through walls<br />
*Fixed: squad leader's mass revive skill revives players in the correct location now<br />
*Fixed: revived players were getting stuck in the reviving engineer due to players not checking for their larger prone bounding box area being clear<br />
*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<br />
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position<br />
*Fixed: spectators could not see their target's stamina change<br />
*Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once<br />
*Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item<br />
*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator<br />
*Modified: scout squad leader's Hide ability no longer keeps you hidden when shooting<br />
*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)<br />
*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<br />
*Modified: reduced prone accuracy of the NF shotty pistol<br />
*Modified: squad leader aura now only affects the squad leader if another member is in the aura and the squad leader's aura skill icon fades in and out based on the closest squad member<br />
*Modified: squad leader now only works if there are two or more members in a squad<br />
*Modified: engineer regen aura no longer repairs vehicle armor, only hull health<br />
*Modified: lowered prone view position to prevent players from firing over objects that completely obscure their hitbox<br />
* <s>Modified: mines now attach themselves to whatever they're touching after 3 seconds and move with that object instead of staying stationary, except players!</s> - ''Removed due to bomb-jeep exploits. The feature will return, minus vehicles.''<br />
*Modified: increased scout squad leader's recon ability spot radius times two<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 138/RC 17 Changes:<br />
<br />
*Maps: altered cliff textures<br />
*Added: visual build effect when non-engineers are building<br />
*Added: sound effects for building/repairing and reviving<br />
*Added: new world models for all updated view models<br />
*Added: melee kill death icon<br />
*Added: run over by vehicle death icon<br />
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types<br />
*Added: head shot death icon<br />
*Fixed: Brenodi radar did not give off smoke when damaged<br />
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they're informed that the spawn point has been lost instead of spawning at the command vehicle<br />
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera<br />
*Fixed: ML turrets couldn't lock onto Brenodi jeeps<br />
*Fixed: in squad list GUI, "leave" button was disabled when the squad was full; "invite player" button is now disabled when the squad is full<br />
*Fixed: squad leader's artillery strike did no damage<br />
*Fixed: squad leader's artillery strike did not always occur in the correct location<br />
*Fixed: cancelling an order from the popup menu did not work<br />
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander's name<br />
*Fixed: a large lag spike could cause the starting music to play again<br />
*Fixed: could not see teammates' names above their heads while in a vehicle<br />
*Fixed: squad points were not counting down when a squad leader power was used<br />
*Fixed: rare crash on level load<br />
*Fixed: players could climb ladders while in prone<br />
*Modified: revamped vehicle network variables to reduce bandwidth usage<br />
*Modified: altered weapon scripts for greater accuracy when in prone<br />
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle health and armor (1 HP/2 sec)<br />
*Modified: doubled radius of squad leader's aura<br />
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds<br />
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher<br />
*Modified: put darker background behind the HUD's entity health bar due to being whited out by engineer tool kit effect<br />
<br />
<br />
------------------------<br />
Version 1.08 Beta Build 137/RC 16 Changes:<br />
<br />
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm<br />
*Added: sitting animation for players in vehicles<br />
*Added: skill icon under squad HUD that shows the skill you're getting from being near your squad leader; transparency based on distance from squad leader<br />
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has<br />
*Added: squad leader activated skills, two per class, each require 4 squad points:<br />
**scout = spot all enemies in a nearby radius for one minute<br />
**scout = squad members are hidden for 30 seconds<br />
**rifleman = no stamina drain for 30 seconds<br />
**rifleman = damage is reduced by 20% for 30 seconds<br />
**grenadier = weapon damage bonus of 20% for 30 seconds<br />
**grenadier = arty strike<br />
**engineer = mass revive all dead squad members and place near squad leader<br />
**engineer = instant health regen to 100%<br />
*Fixed: VGUI panels would screw up when changing resolution<br />
*Fixed: accuracy in prone being worse than ducking<br />
*Fixed: going prone could put the player through the ground<br />
*Fixed: player could jump while in prone<br />
*Fixed: spectator could go prone<br />
*Fixed: NF HMG crosshair being solid<br />
*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<br />
*Fixed: decal flickering on team logos in emp_crossroads<br />
*Fixed: squad HUD should no longer have blank names<br />
*Fixed: building attack alerts had ceased working when commander alerts were added<br />
*Fixed: commander is no longer listed in the squad panel's player list<br />
*Fixed: commander can no longer see engineer's build effect which was not obscured by the commander fog of war<br />
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot<br />
*Modified: reduced scout's total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5<br />
*Modified: squad leader is now always the first name listed on the squad HUD<br />
*Modified: revived players start in the prone position<br />
*Modified: changed squad leader's green arrow on the HUD to a star icon<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 136/RC 15 Changes:<br />
<br />
*Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs<br />
*Added: squad limit of no more than 5 players to a squad<br />
*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)<br />
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)<br />
*Added: third person melee animations<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 135/RC 14 Changes:<br />
<br />
*Maps: updates to emp_district402, emp_cyclopean<br />
*Added: new melee animations for Brenodi SMGs 1 and 2<br />
*Added: new melee animation for NF SMG 1<br />
*Added: scout rifles no longer automatically unzoom when fired; they'll stay zoomed until the fire button is released<br />
*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)<br />
*Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged<br />
*Added: "Falloff" parameter to weapon scripts to define how a bullet's damage decreases with range<br />
*Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)<br />
*Fixed: both commander vehicles had not been updated for the new armor system<br />
*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<br />
*Fixed: health regen gave health even if the player had died<br />
*Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130<br />
*Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured<br />
*Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds<br />
*Modified: mortar can now be fired from a vehicle's passenger seat<br />
*Modified: reverted vehicle turret code to 1.07 codebase<br />
*Modified: faster throw animation for NF landmine<br />
*Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%<br />
*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)<br />
*Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled<br />
*Modified: jumping takes 20% stamina (was 25%) and can be done even if there's not enough stamina (penalty wait time will still activate at 0%)<br />
*Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)<br />
*Removed: NF SMG 3 weapon<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 133/RC 13 Changes:<br />
<br />
*Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos<br />
*Added: visual effect to engineer kit repair<br />
*Added: reload and melee animations to BE smg 2 weapon<br />
*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object<br />
*Fixed: weapons had no "ACT_VM_DRAW_EMPTY" animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading<br />
*Fixed: engineer could repair wall being recycled<br />
*Fixed: crash when trying to write to read-only config files<br />
*Fixed: in controls panel, couldn't bind a command to "enter" if it had already been used<br />
*Fixed: health indicator was not taking Health Upgrade into account<br />
*Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move<br />
*Fixed: vehicle cannon recoil was broken in previous turret code modification<br />
*Fixed: NF commander's unit panel's buildings list did not work<br />
*Modified: changed vehicle armor system to rely on the hit location's angle to determine the side of the armor hit<br />
*Modified: for vehicles built with no armor on a side, the engineer kit's HUD display shows no armor health bar vice an empty bar<br />
*Modified: weapon scripts to reduce weapon accuracy<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 132/RC 12 Changes:<br />
<br />
*Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon<br />
*Fixed: for spectators, players were still appearing in the center of the map when out of network range<br />
*Fixed: rare crash when first joining a game<br />
*Fixed: large improvements to "emp_unstuck" command<br />
*Fixed: vehicles colliding with small walls as if they were full length walls<br />
*Fixed: commander alerts' background drawn with random width<br />
*Fixed: commander unit info area text drawn with background<br />
*Fixed: in commander interface, player healthbars were broken in RC11<br />
*Fixed: players could join a locked squad<br />
*Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward<br />
*Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not<br />
*Fixed: dying via falling will black out the player's screen; if the player went into spectator mode at this point, the screen would remain blacked out<br />
*Fixed: squad HUD showing blank names for squad members out of network range<br />
*Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly<br />
*Fixed: buildings being recycled still able to be repaired by engineer kit<br />
*Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died<br />
*Modified: added check to revive to ensure the player will be above ground when revived<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 129/RC 11 Changes:<br />
<br />
*Added: custom performance profiler with real-time logging to a CSV file<br />
*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<br />
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built<br />
*Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built<br />
*Fixed: NF rpg world model's normal texture map was defined incorrectly<br />
*Fixed: BE radar LOD problems<br />
*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's first fired<br />
*Fixed: passenger in vehicle getting hurt from things hitting the vehicle<br />
*Fixed: spectating passengers in vehicles causing problems with spectator camera<br />
*Fixed: scout going hidden when in a vehicle<br />
*Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode<br />
*Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map<br />
*Fixed: background for spectator name was drawn incorrectly when the player's name contained unicode characters<br />
*Fixed: players lost their health upgrade skill after being revived<br />
*Fixed: server crash related to capture point event firing<br />
*Fixed: server crash related to "FindPickerEntity" function<br />
*Fixed: players getting stuck in engineer ammo crates<br />
*Fixed: passenger in vehicle getting credit for running players over<br />
*Fixed: spectators getting rank points<br />
*Fixed: controls panel resets all buttons and names when opened<br />
*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<br />
*Modified: scout now gets a rank point when two buildings are sabotaged (was five)<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 124/RC 10 Changes:<br />
<br />
*Added: experimental client-side authoritative movement mode which is switched on via "emp_sv_client_auth_movement" convar<br />
*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal<br />
*Modified: when spectating a vehicle, the chase camera will sit at a farther distance<br />
*Fixed: squad panel not accepting commands after having joined a squad in a previous map<br />
*Fixed: issues with missile turrets<br />
*Fixed: spectator camera roll angle getting stuck on non-zero angle<br />
*Fixed: walls showing health meter to all classes when fully built (should hide when fully built)<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 123/RC 9 Changes:<br />
<br />
*Maps: updated emp_glycencity to reduce overall brightness<br />
*Added: spectators can now see all players, vehicles, and buildings on the minimap<br />
*Added: "emp_sv_turret_search_interval" (default 0.5) convar to set how much time each turret must wait before searching for a new target<br />
*Added: spectators can now see the number of reinforcements remaining<br />
*Added: scout receives a point for sabotaging five buildings<br />
*Added: minimap maintains separate zoom levels for full and reduced map sizes<br />
*Fixed: "spray logo" command on the controls menu was not binding the correct command to the key<br />
*Fixed: engineer build kit not regenerating in the commander interface<br />
*Fixed: level 3 MG turrets could not keep their targets locked<br />
*Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red<br />
*Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information<br />
*Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit's HUD extend past the border<br />
*Fixed: player voted as commander wasn't reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in<br />
*Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything<br />
*Fixed: client-side vehicle turret acting twitchy<br />
*Fixed: as commander, unit order buttons would not update when recalling a # group<br />
*Fixed: when entering a vehicle, the player's view would not be set to the position the turret was in<br />
*Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built<br />
*Fixed: large buildings (vehicle factories especially) weren't receiving full damage from explosive weapons<br />
*Fixed: scout rifle scope appearing as opaque on DX6/7 cards<br />
*Fixed: engineer would not get points for destroying an enemy building with the engineer kit<br />
*Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills<br />
*Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander<br />
*Fixed: line linking player orders from the player to the order location was not using the player's correct location when in a vehicle<br />
*Fixed: Brenodi repair pad crane texture not being transparent in black areas<br />
*Modified: added small time delay from when "emp_unstuck" command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles<br />
*Modified: moved the location of the name of the person being spectated so that it's not overlapped by the vehicle heat bar<br />
*Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside<br />
*Modified: lowered the 'emp_sv_spawn_protection' default to 3 seconds (was 6 seconds)<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 122/RC 8 Changes:<br />
<br />
*Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm<br />
*Added: pressing the "show squad panel" button if the squad panel is open will close it<br />
*Added: both primary and secondary weapon groups can be fired at the same time<br />
*Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes<br />
*Fixed: turrets would target the commander's camera in the commander interface<br />
*Fixed: Brenodi vehicle factory was using wrong LOD model<br />
*Fixed: vehicle turrets not appearing as black when destroyed<br />
*Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface<br />
*Fixed: enemy commander being spotted by engineer cameras<br />
*Fixed: grenadier mortar crosshair showing in tanks' driver position<br />
*Fixed: grenadier in passenger position could damage his own tank with RPG<br />
*Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface<br />
*Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)<br />
*Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it<br />
*Fixed: grenadier armor detection skill worked while dead<br />
*Fixed: going to iron sights would deactivate a hidden scout's darkened HUD affect, giving the false impression that he had lost his hidden status<br />
*Fixed: Brenodi engineer unable to use his revive ability<br />
*Fixed: revived players getting default ammo instead of the same amount of ammo they died with<br />
*Fixed: players were spawning inside each other because only the first spawn point was being returned as valid<br />
*Fixed: squad unlocking everytime the squad leader died<br />
*Fixed: squad panel not responding<br />
*Fixed: accepting a squad invite from the popup menu not working<br />
*Fixed: guns firing two tracers at once<br />
*Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive<br />
*Fixed: mine counter was deducting two mines every time one mine was being defused<br />
*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<br />
*Fixed: squad member HUD no longer shows dead squad members as having negative health<br />
*Fixed: touching a ladder as a spectator would alter the player's movement type and break spectator movement<br />
*Fixed: vehicle turrets not being client-side, again<br />
*Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems<br />
*Fixed: on the scoreboard, the "Victorious" and "Defeated" labels would stay after the level had changed<br />
*Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other<br />
*Fixed: spectators not able to cycle through players in vehicles as available to be spectated<br />
*Fixed: crash when spectating a player in a vehicle and he quits<br />
*Modified: increased speed that buildings under attack flash on the minimap<br />
*Modified: commanders are no longer notified when an engineer building is built<br />
*Modified: increased scout rifle damage to 110 (was 60)<br />
*Modified: lowered RPG damage to 80 (was 105)<br />
*Modified: lowered mortar damage to 110 (was 120)<br />
*Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)<br />
*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<br />
*Modified: improved player and vehicle collisions<br />
*Modified: made sure "emp_unstuck" command can find the ground beneath the player before moving them to the new position<br />
*Modified: if an enemy player is targetted via the commander's attack order and that player becomes the enemy commander, then he is removed from the attack order<br />
*Modified: for a commander'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<br />
*Modified: changed vehicle turret mouse movement to mimic infantry mouse movement<br />
*Modified: renamed "emp_vehicle_mouse_speed" convar to "emp_cl_vehicle_sensitivity_ratio"<br />
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 116/RC 7 Changes:<br />
<br />
*Modified: increased spawn protection to a default of 6 seconds<br />
*Fixed: artillery tank cannons shooting low<br />
*Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings<br />
*Fixed: improved unsticking of players when getting stuck in engineer buildings<br />
*Added: building icons now flash on the minimap when under attack<br />
*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<br />
*Removed: eliminated missiles and shells from being able to be shot down<br />
*Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC<br />
*Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 115/RC 6 Changes:<br />
<br />
*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money<br />
*Added: bind for "Choose Commander" in the controls panel to show the Vote Commander screen<br />
*Fixed: issue with vehicle attachment positions not being accurate<br />
*Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client<br />
*Fixed: vehicle weapons would reload even if they still had ammunition currently loaded<br />
*Added: new ambient sounds for buildings<br />
*Added: individual explode sounds for each grenade<br />
*Added: new death explosion sound effects for vehicles<br />
*Fixed: vehicles sometimes not appearing as black when destroyed<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 114/RC 5 Changes:<br />
<br />
*Added: emp_cyclopean<br />
*Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders<br />
*Added: new version of emp_canyon and emp_crossroads<br />
*Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions<br />
*Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price<br />
*Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view<br />
*Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle<br />
*Fixed: in the commander's Units panels, buildings were not being listed correctly<br />
*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<br />
*Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed<br />
*Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining<br />
*Fixed: certain vehicle MG weapons would do friendly fire damage<br />
*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<br />
*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<br />
*Fixed: when spawning in an APC, players would sometimes not be given their weapons<br />
*Fixed (RC4): bug with weapons not firing<br />
*Fixed: ammo counter acting jittery<br />
*Fixed: altered both team's jeeps' collision models so that passengers can shoot out<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 113/RC 4 Changes:<br />
<br />
*Modified: removed ability to switch weapons while transitioning to/from iron sights<br />
*Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again<br />
*Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times<br />
*Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly<br />
*Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself<br />
*Fixed (RC3): too bright HDR in emp_glycen<br />
*Fixed: typo with "need artillery fire at these coordinates"<br />
*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<br />
*Added: "emp_comm_zoom_speed" console variable to control how fast the commander camera zooms<br />
*Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it<br />
*Fixed (RC3): bullets always coming from players' heads<br />
*Fixed (RC3): players not being hidden in vehicles like they're supposed to be <br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 112/RC 3 Changes:<br />
<br />
*Fixed (RC2): missing binoculars texture<br />
*Fixed (RC2): crates having no collision mesh<br />
*Fixed (RC2): dropping an engineer build object would show a crate no matter what<br />
*Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half<br />
*Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition<br />
*Fixed (RC2.5): commander minimap icon was not following the commander<br />
*Fixed (RC2): vehicle and grenadier's armor info HUDS were not in the correct position<br />
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface<br />
*Fixed (RC2): NF world mortar model showing as "error"<br />
*Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed<br />
*Added: new NF assault rifle model with iron sights as secondary attack<br />
*Fixed: NF mortar weapon's shells now shoot exactly from the barrel instead of to the side<br />
*Added: new NF .50 cal weapon model<br />
*Added: new NF MG weapon model<br />
*Fixed: "auto team join" always thinking the NF team had more players<br />
*Fixed: crash from commander vote<br />
*Added: progress bar for scout's sabotage with a "danger: electricity" icon<br />
*Added: for vehicles running over players, added a hull trace from the vehicle's previous position to current position in case vehicles are driving too fast to actually contact the player during a frame<br />
*Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window<br />
*Added: new NF scout rifle model and animations<br />
*Added: new NF smg 2 model and animations<br />
*Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation<br />
*Added: crosshairs to zoomed in scout rifles<br />
*Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet<br />
*Modified: removed weapon kick reduction modifier when in iron sights due to community feedback<br />
*Added: "stamina penalty" for weapon script files which will deduct from the player's stamina per shot; currently used for MGs<br />
*Fixed: NF shotty pistol having 300 rounds of ammunition<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 108/RC 2 Changes:<br />
<br />
*Modified: scaled down all NF building textures to take up less texture space<br />
*Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn't sabotaged<br />
*Fixed (RC1): "+use"ing a vehicle factory to build it could crash the game when fully built<br />
*Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired<br />
*Fixed: weapon reloads would appear to finish in < 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<br />
*Fixed (RC1): voice status HUD was not showing when speaking<br />
*Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn<br />
*Modified (RC1): players can now send messages while commander voting is occuring<br />
*Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones<br />
*Fixed (RC1): missing binoculars zoom overlay texture<br />
*Fixed (RC1): commander name font size stays the same no matter what resolution now<br />
*Fixed (RC1): minimap vehicle icons always being rotated incorrectly<br />
*Fixed: improved the accuracy of pointing at and using the vehicle factory console<br />
*Fixed: tracers now correctly come from the player weapon's muzzle<br />
*Fixed: added env_tonemap_controller entity<br />
*Fixed: "game_text" entity was not showing its text on the screen when activated<br />
*Added: new NF shotgun pistol model<br />
*Added: env_tonemap_controller entity<br />
*Added: color_correction entity<br />
*Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%<br />
*Added: replaced Valve start up video with the Empires logo<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 107/RC 1 Changes:<br />
<br />
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo<br />
*Fixed: weapon melee attacks would not delay primary attacks<br />
*Fixed: commander able to be hurt (ie from water or explosions)<br />
*Modified: players in vehicles no longer create ragdolls when they die<br />
*Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone<br />
*Fixed: exploit where a player could build a vehicle with weapons it's not supposed to have, thanks dizzyone<br />
*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it<br />
*Fixed: concussion grenade were no longer blinding players with the new sdk<br />
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit<br />
*Added: commander can now select and recycle walls, even ones he hasn't built; only those built by the commander will give back any resources though<br />
*Modified: improved turret code to be more efficient/use less cpu<br />
*Added: 'emp_sv_max_turrets' cvar that limits how many turrets the commander can build; turrets no longer count for the team's build limit<br />
*Added: 'emp_sv_max_walls' cvar that limits how many walls the commander can build<br />
*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<br />
*Added: 'emp_unstuck' command to move you if you're stuck in an object, will only work if it detects you're stuck<br />
*Added: vehicles now collide with players and deal collision damage to enemy players<br />
*Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation<br />
*Fixed: recycling a building with less than full health wouldn't give back any resources<br />
*Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area<br />
*Fixed: the commander can no longer attempt to recycle an engineer built radar or camera<br />
*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)<br />
*Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it's destroyed by a team mate, the scout receives a rank point<br />
*Added: damaged vehicles emit smoke from their engines (use "emp_vehicle_smokeinterval" to set how often smoke is created per second, 0 = no smoke created)<br />
*Added: damaged buildings emit smoke from multiple places (use "emp_building_smokeinterval" to set how often smoke is created per second, 0 = no smoke created)<br />
*Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle<br />
*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<br />
*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<br />
*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 "emp_comm_fogofwar 1"<br />
*Modified: set missile smoke trail to be more opaque and not dissipate as quickly<br />
*Added: 'emp_sv_spawn_protection' cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds<br />
*Added: tanks with the faster engines slow down when turning to prevent spinning out<br />
*Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team<br />
*Added: player chat is now colored based on the person's team (NF = red, BE = blue), commander chat is a lighter version of the team's color (only team mates of the commander see this)<br />
*Fixed: exploit where commander could use engineer build kit while in commander interface<br />
*Added: the commander's name is printed in the top left corner<br />
*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)<br />
*Fixed: placing a mine when eight were already placed, would not update the new mine'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<br />
*Added: redid the grenadier's armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier's HUD showing armor levels and hull health of the targetted vehicle<br />
*Added: above the health bar, added a health indicator for an engineer's built turret<br />
*Added: above the health bar, added a health indicator for an engineer's built camera/radar<br />
*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<br />
*Modified: added a slightly transparent black background to chat text to make it more visible<br />
*Fixed: commander can no longer build in water<br />
*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<br />
Buildings are affected as follows: refinery - outputs half as many resources<br />
barracks - spawning players receive half their total amount of health<br />
radar - shows friendly units to the enemy instead of enemy units to friendlies<br />
armory - ammo and health crates take twice as long to give ammo/health<br />
repair bay - takes twice as long to repair a vehicle<br />
vehicle factory - vehicles are built with half of their total health and armor<br />
*Modified: changed crosshair so that it never expands more than 1/4 the size of the screen<br />
*Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill<br />
*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<br />
*Added: events in the FGD for buildings to let map makers get output events from buildings when they're fully built and when they're killed<br />
*Added: events in the FGD for when a refinery is placed on a resource node for both teams<br />
*Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.<br />
*Fixed: on level change, the commander interface now resets the research tree position to the start point<br />
*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<br />
*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<br />
*Fixed: passenger names in vehicles sometimes showing as "unconnected"<br />
*Added: new squad selection panel shown via "choosesquad" command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad<br />
*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<br />
*Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle<br />
*Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%<br />
*Added: new Brenodi grenade model<br />
*Added: new NF RPG model<br />
*Modified: BSID updated many weapons and vehicle settings<br />
*Added: new minimaps done by Jcw87<br />
*Modified: rpg and mortar weapons can be switched from to another weapon while reloading<br />
*Modified: scaled down all NF building textures to take up less texture space<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 92 Changes:<br />
<br />
*Added: new NF landmine<br />
*Fixed: all NF grenades have the new model and operate correctly<br />
*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)<br />
*Modified: decreased NF light tank gear ratio to minimize spinning out<br />
*Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows<br />
*Added: new controls configuration panel on the title screen (accessed via 'Controls' item). It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.<br />
*Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map<br />
*Modified: commander camera move speed code so that the "emp_comm_move_speed" cvar has more control over the speed of the camera's movement where before it only minimally affected movement speed<br />
*Modified: set players in a jeep as crouching instead of standing up<br />
*Added: converted Empires player models to HL2DM animation system<br />
*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<br />
*Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander<br />
*Added: new NF pistol model and animations<br />
*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)<br />
*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?)<br />
*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)<br />
*Fixed: commander wouldn't hear the build sound effect when placing walls<br />
*Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo<br />
*Fixed: weapon melee attacks would not delay primary attacks<br />
<br />
<br />
-------------------------<br />
Version 1.08 Beta Build 86 Changes:<br />
<br />
*Modified: moved to HL2DM player animation<br />
*Fixed: vehicle client-side turret control was jittering due to client-side prediction<br />
*Added: implemented client-side movement<br />
*Added: new muzzle flash effects for all weapons<br />
*Added: vehicles jump into the air when they die<br />
*Fixed: player client-side movement teleport issues<br />
*Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive<br />
*Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse<br />
*Added: "Log Out" button to commander GUI<br />
*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't research anything<br />
*Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game<br />
*Fixed: the commander was able to recycle an engineer built turret<br />
*Modified: altered squad HUD member listing to only show each member's name and their health<br />
*Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack<br />
*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<br />
*Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war<br />
*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<br />
*Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored<br />
*Added: 'emp_comm_jumptoalert' console command which will center the commander camera over an alert's location<br />
*Added: optimized NF building models<br />
*Fixed: NF vehicles had "nocull" textures which was unoptimized<br />
*Modified: increased horsepower for all tank engines<br />
<br />
==Version 1.071 Beta ==<br />
''This is a client-only patch to version 1.07 which needs to be installed first.''<br />
<br />
July 30, 2006<br />
<br />
===Fixes===<br />
*Crashes related to Vehicle HUD (ie, getting in AFV crashes you)<br />
*Crashes related to Commander HUD unit status area<br />
*Commander GUI buttons not registering mouse clicks correctly in widescreen<br />
*Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn't have an aspect ratio of 4:3<br />
<br />
==Version 1.07 Beta==<br />
<br />
July 21, 2006<br />
<br />
===Additions===<br />
*New missile and shell models created by Hellion<br />
*New convar "emp_vehicle_mouse_speed" which acts a multiplier for mouse speed when controlling a vehicle's turret<br />
*New background image created by ^Dee^<br />
*Spectating a player now shows their name on your screen<br />
<br />
===Fixes===<br />
*Brenodi team was able to build past the server's building limit<br />
*Spectating a player now correctly shows their health and ammo<br />
*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<br />
*HUD elements were being resized above normal if the user was using a widescreen resolution<br />
*Exiting the commander mode sometimes causing a crash<br />
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned<br />
*Miscellaneous commander crashes<br />
*In the commander HUD, the green passenger names of players in a vehicle were all set to the driver's name<br />
*Commander still able to research even though all of the team's radars have been destroyed<br />
*Research countdown timer on the commander's HUD freezing when anything other than the research tab is selected<br />
*"Attempting to precache model, but model name is NULL" server console error appearing often<br />
*1.06 linux server was not compiled correctly, preventing players from joining the server<br />
<br />
===Modifications===<br />
*Escort - alterations to last two flags to require more than one person to cap<br />
*Gauntlet - fixed issues that were causing the map to crash often<br />
*MValley - many new changes<br />
*Increased NF assault rifle damage from 35 to 42<br />
<br />
==Unofficial Version 1.064 Beta==<br />
<br />
July 12, 2006<br />
<br />
===Additions===<br />
*Spectating a player now shows their name on your screen<br />
<br />
===Fixes===<br />
*Spectating a player now correctly shows their health and ammo<br />
*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<br />
*HUD elements were being resized above normal if the user was using a widescreen resolution<br />
*Exiting the commander mode sometimes causing a crash<br />
*Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned<br />
*Miscellaneous commander crashes<br />
<br />
{{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.}}<br />
<br />
==Version 1.06 Beta==<br />
<br />
July 1, 2006<br />
<br />
===Additions===<br />
*New Map - MValley by R_yell<br />
*New Map - Slaughtered by Hellion<br />
*New Map - Gauntlet by Doobie<br />
*Revised Map - Escort by Doobie<br />
*Tank rotate in place when at slow or still speeds<br />
*'emp_comm_restrict' brush entity that prevents either commander from building in the occupying area<br />
*silhouette for binoculars when zoomed in<br />
<br />
===Fixes===<br />
*Brenodi ML level 2 turrets did not work<br />
*Server crash related to armory or barracks being destroyed<br />
*Memory leak that would lead to a server crash after an extended period of time<br />
*'emp_sv_player_think' 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<br />
*Turrets not able to hit players who are standing right next to the turret<br />
*Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped<br />
*Cannon kickback being inconsistent with actual firing<br />
*Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner's vehicle<br />
*Vehicle passengers always being parented to the vehicle's main body even if the position is associated with the turret<br />
*Commander able to suicide and become invincible<br />
*The vehicle HUD's chassis health indicator now scales with resolution to not get too large<br />
*Changing teams now resets the player's class and spawn point selection<br />
*Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly<br />
*Vehicles can receive orders correctly now<br />
*Units that are outside the commander's PVS/network update distance will now remain selected, will update their position, and can receive orders<br />
*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<br />
*The second seat on the NF jeep was not positioning the player in the correct location<br />
*The commander unable to see enemy units when in the driver position of the command vehicle<br />
<br />
===Modifications===<br />
*Matched NF Assault Rifle's damage to the BE Assault Rifle<br />
*Increased HMG weapon damage from 20 to 25<br />
*Halved movement speed when zoomed in<br />
<br />
==Version 1.05 Beta==<br />
<br />
May 13, 2006<br />
<br />
===Additions===<br />
*New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat<br />
*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.<br />
*When a team wins, the winner is written in the chat area<br />
*When the game ends, the winner and loser are declared on the score board<br />
*In the F popup menu, added a "Kick Commander" button to the squad menu area which votes to kick the team's commander<br />
*"emp_sv_kick_commander_be" and "emp_sv_kick_commander_nf" server side commands to automatically eject a team's commander from the command vehicle, just like if a vote to kick the commander succeeded<br />
*On the scoreboard, the number of players for each team is listed next to the team's name<br />
<br />
===Fixes===<br />
*More than 32 emp_cap_models on a map were causing minimap flags to not show correctly<br />
*Some players as commander were still crashing in relation to client-side physics<br />
*Scout's hide ability turning on and off when the player's rank was equal to or greater than Sergeant (E-4)<br />
*Scout being able to hide, then walk around freely while staying hidden by using binoculars<br />
*Scout rifle being able to shoot faster by zooming/unzooming inbetween shots<br />
*Turrets not shooting crouched players<br />
*Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw<br />
*Engineer kit wasn't starting with full ammo on spawn<br />
*Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit's ammo<br />
*Engineer grenades healing enemy buildings if it explodes far enough away from the building<br />
*If a team can't spawn due to running out of tickets and all players on that team are dead, then the game will now end<br />
*Blood spray was not being shown when a player was shot<br />
<br />
===Modifications===<br />
*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<br />
*Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull<br />
*Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)<br />
*Closing the MOTD screen will immediately bring up the team selection screen<br />
*Increased mortar explosion radius from 150 inches to 210 inches<br />
*Increased NF shotgun pistol damage from 10 to 12 per bullet<br />
*The Increased Movement skill no longer drains stamina continuously<br />
*The Rifleman'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.<br />
*Reduced force knockback from being shot by a player by half<br />
*On the scoreboard, the classes of the enemy players are not shown<br />
*APCs are now correctly shown as only having one slot for an engine<br />
*Vehicles can now hurt themselves with their own weapons<br />
*Vehicles can now be customized even if there are insufficient resources to build the vehicle<br />
*Increased spread for all pistols<br />
<br />
===Removals===<br />
*Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip<br />
<br />
==Version 1.04 Beta==<br />
<br />
===Additions===<br />
*New version of emp_canyon map to fix glitches<br />
*New version of emp_escort map with fixes and modifications<br />
*New map emp_badland; it's a large commander based map with fog<br />
*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 "Help Guide" button will load up the Empires manual<br />
*Anything spotted via the F voice menu or the scout's binoculars will have a blinking red indicator over it for all players in the HUD<br />
*Brenodi Empire specific textures for the engineer radar and camera<br />
*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<br />
*APCs have spawn points, if the vehicle isn't full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside<br />
*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<br />
===Fixes===<br />
*Map placed turrets now work and their level can be defined within the entity properties in Hammer<br />
*Barracks spawn points would not always show up/would be grouped together with another barracks<br />
*Explosions could hurt players through buildings and vehicles<br />
*Artillery tank cannon appearing backwards<br />
*Can't switch from the RPG until it's fully reloaded<br />
*Scouts using hide could stay hidden when firing<br />
*Players in an armory when the armory dies/recycles able to change class anywhere on the map<br />
*Engineers can no longer revive players who suicide<br />
*Grenadiers could fire the mortar in the air by jumping and ducking<br />
*Grenadier's armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout's hide problem in 1.02<br />
*Command vehicle appearing as the enemy team's color when first joining the team<br />
*Repair stations could repair either team's vehicles<br />
<br />
===Modifications===<br />
*Reduced tank turret sensitivity<br />
*Reduced MG turret rate of fire for all levels<br />
*Increased rifleman's max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60<br />
*Increased kick of both IMP and NF assault rifles<br />
*On spawn, all players receive 1/3 of their total ammo for each weapon<br />
*Removed weapon accuracy penalty when the scout uses his hide skill<br />
*Raised the player's viewpoint when crouching to more accurately reflect the location of the player's head<br />
*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<br />
*Set default "zoom_sensitivity_ratio" convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in<br />
*On death, set vehicle velocity to zero<br />
*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<br />
*Enemy engineer cameras and radars no longer restrict the commander's ability to place buildings<br />
*The scout now retains his crosshair when hiding<br />
*Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)<br />
*Increased length of time a unit stays spotted from 5 seconds to 7 seconds<br />
*Moved capture point flag model animations client-side<br />
*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<br />
<br />
==Version 1.031 Beta==<br />
<br />
===Fixes===<br />
*Artillery tank cannon was backwards due to the new client-side turrets<br />
<br />
==Version 1.03 Beta==<br />
<br />
===Additions===<br />
*Vehicle turrets are now handled client-side to eliminate lag<br />
*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<br />
*Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point<br />
===Fixes===<br />
*Scout's hide was broken with 1.02<br />
*Spectator was causing the client to crash due to an error with the new minimap code<br />
*Random commander GUI based crash due to an uninitialized research variable<br />
*As the commander, selected turrets were not showing the correct image in the selected unit area<br />
*Buildings no longer animate while dead (radar spin, turret rotation, etc)<br />
*Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)<br />
*Changing seats in a vehicle causing the vehicle to stop momentarily<br />
*Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)<br />
*Vehicle presets wouldn't save if your language setting was anything other than "English"<br />
*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<br />
===Modifications===<br />
*Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)<br />
*Made changes to the research tree<br />
*Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid<br />
*Improved engineer repair kit regenerating while not in hand or while in a vehicle<br />
*For engineer revive, increased the distance the ragdoll can be from where the player actually died<br />
*A player's ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not<br />
*Set NF and IMP scout rifle parameters to match in terms of accuracy and damage<br />
*Set engineer camera and radar and radar building to detect players/vehicles through objects<br />
*Increased default tickets to 200 per side<br />
<br />
<br />
==Version 1.02 Beta==<br />
===Additions===<br />
*Removed some unnecessary building and tank network vars that were wasting bandwidth<br />
*'emp_sv_refinery_interval' server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)<br />
*New cvar 'emp_sv_player_think' to set the frequency of the player's post think function which takes up a decent chunk of the server's cpu time when running every single frame<br />
===Fixes===<br />
*Commander crash when having only one unit selected and that unit dies<br />
*Players could build a vehicle from an unbuilt vehicle factory using the menu bound to "v"<br />
*Bots now spawn when using the commands "bot_add_nf" or "bot_add_imp", all they do is run around<br />
*Using the "f" voice menu while holding crouch would skip the second tier menu<br />
*Unbuilt armory giving ammo to vehicles<br />
*A player's rank in the squad menu was being displayed as one rank higher than it actually was<br />
*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)<br />
*On the team select screen, 'Northern Faction' was misspelled once and the objectives were the same for both teams<br />
*The Brenodi APC & AFV had areas near the front which were being treated as rear armor instead of side armor<br />
*Players can no longer block the vehicle factory build area to prevent vehicles from being created<br />
*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't created<br />
*Inverted mouse pitch now works when aiming a vehicle turret<br />
*A player who team kills another player loses a rank point instead of gaining one<br />
*Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad's earned points go toward extra squad points<br />
*Commander in command view was able to be killed even though he was invisible<br />
*Server crash when spotting a tank's turret with the scout's binoculars<br />
*Server crash when a tank's turret would collide with a mine<br />
*Server crash when a homing missile's target was removed while the homing missile was still alive and tracking it<br />
*Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta<br />
*NF scout rifle was missing its deathmessage icon<br />
*On death messages in the HUD, the weapon name no longer get cut off<br />
*Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player<br />
*Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server<br />
*Optimized building collision meshes to reduce cpu usage<br />
*HUD now works with widescreen resolution<br />
*On suicide, a player no longer gains a rank point<br />
*Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel<br />
===Modifications===<br />
*Moved turret rotation to the client when not attacking to save on bandwidth<br />
*Optimized turret range checking code for less cpu usage<br />
*Optimized commander visibility range checking code<br />
*Cut out the parts on the client dealing with physics collisions that were causing crashes<br />
*Optimized the player's think functions to reduce cpu usage<br />
*Increased cost of all vehicle chassis<br />
*Increased cost of all vehicle engines<br />
*Increased cost of all vehicle armor<br />
*Reduced standing spread on most infantry weapons<br />
*Reduced bio MG total damage done over time to 80 down from 300<br />
*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<br />
*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<br />
*Increased max player limit to 64<br />
*Added "emp_env_embers" map entity which copies the "env_embers" entity but allows setting of the start and end sizes<br />
*Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves<br />
*Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo<br />
*On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified<br />
*Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team<br />
*Made the local player arrow icon brighter<br />
*Made the local player arrow show even when inside a vehicle<br />
*No players can spawn when there is only one reinforcement remaining<br />
<br />
==Version 1.01 Beta==<br />
March 17, 2006<br />
===Additions===<br />
*Linux server.so for running a linux server<br />
*'emp_sv_vehicle_resource_interval' and 'emp_sv_player_resource_interval' cvars for setting the interval between updating player & vehicle resource managers which send all info needed for the minimap<br />
*'emp_sv_vehicle_fadout_time' cvar for determining how long vehicle wreckage exists before being removed<br />
*'emp_sv_netvisdist_player', 'emp_sv_netvisdist_building', 'emp_sv_netvisdist_vehicle', and 'emp_sv_netvisdist_commander' cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities<br />
*Support for 'mp_autoteambalance', 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<br />
*'emp_sv_vehicle_selfdestruct_time' cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die<br />
*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<br />
*Three new voice taunts<br />
*"commander under attack" warning when the commander takes damage, only played once every 30 seconds<br />
*"<building name> under attack" warning when a building takes damage, only played once every 30 seconds<br />
*Map specific config files located in the "/cfg/maps/" 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)<br />
===Fixes===<br />
*A research item was missing an icon<br />
*Brenodi Empires could continue to build vehicles past their limit<br />
*'mp_timelimit' works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second<br />
*When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops<br />
*As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines<br />
*Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)<br />
*Reduced network bandwidth used by minimap<br />
*The player in the last slot on a server was not being shown on the scoreboard<br />
*Northern Faction MG Level 3 turret's barrels were spaced too far apart to hit infantry<br />
*Crash when canceling/completing an order and the target of the order was already removed from the game<br />
*Crash when trying to issue praise to a squadmate that didn't exist<br />
*Crash when a shell/mortar detonated and couldn't find its owner<br />
*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<br />
*Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation<br />
*Crash when denying a player from joining your squad<br />
*Various client crashes (the big crash that affects everyone is a real pain, it's not fixed but it's rearranged to give me more info in the memory dumps on what exactly is going wrong)<br />
===Modifications===<br />
*Increased horsepower for some vehicle engines<br />
*Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)<br />
*Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking<br />
*Reduced time spent calculating physics<br />
*Set voice commands to require at least a 3 second wait time before issuing another command<br />
*Added a larger arrow over the local player on the minimap<br />
*Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer's build at 1 HP per every 0.2 seconds)<br />
*A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed<br />
*A scout's rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)<br />
*Scout's invisibility now goes into effect even if the scout is not touching anything (50% transparency)<br />
*Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving<br />
*Instead of putting '(Comm)' in front of the commander's name, the commander's class is set to 'Commander'<br />
*Engineers get points for repairing the commander's walls<br />
*Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though<br />
*Changed turret collision mesh from a pyramid shape to a box so that vehicles won't drive up onto them and get stuck<br />
*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<br />
*Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long<br />
===Removals===<br />
*Engineer's ability to build buildings via '+use'<br />
<br />
==Version 1.0 Beta==<br />
March 4, 2006<br />
<br />
*Initial Release<br />
*Added: All<br />
<br />
=Refractor 2 Engine=<br />
==Version 0.2==<br />
April 10, 2004<br />
<br />
{{Note|This section may requires heavy cleaning.}}<br />
<br />
===Additions===<br />
* New map - EMP_GlycenPipeline<br />
* New map - EMP_BaenIsland<br />
* Added statics to factory and spawn bunker<br />
* New HUD<br />
* Added reflections to vehicles and weapons<br />
* New sniper scope<br />
* Added 44khz APC and KAT sounds<br />
* Added 3rd person view to infantry.<br />
* Added new flags for each side.<br />
* Added new dropship model.<br />
* Added ability for engineer to enter a built wall and easily build connecting walls on both sides.<br />
* Added shadow to scout's rock disguise.<br />
* Added resource generator to command tank. Even if you have no resource points, you'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't have enough credits to afford another refinery.<br />
* 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 "deploy cargo" 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.<br />
* 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 "bail out" 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.<br />
* Added flak ammo to APC's forward turret so that it can now damage vehicles.<br />
* Added new mission briefing info on level loading screens.<br />
* Added new soldier player model for both sides and new first person hands.<br />
* Created separate server build with no textures or sounds.<br />
* New precache which only caches vehicles and aircraft.<br />
* Added new HUD icons for when you're inside the engineer's walls or the scout's disguise objects.<br />
* Added support struts to ends of engineer's straight wall to prevent infantry from being able to squeeze through walls placed next to eachother.<br />
<br />
===Fixes===<br />
* Fixed animations file to work with BF1942 1.6.<br />
* Fixed 1st person infantry view to look straight up.<br />
* Fixed 3rd person view for aircraft from zooming out so much.<br />
* Fixed KAT not blowing up when its associated team loses.<br />
* Fixed KAT driver and passengers being inside the vehicle upon exiting.<br />
* Fixed game not ending when command tank dies by going in water.<br />
* Fixed crash when client tried to join a dedicated server.<br />
* Fixed build variables object attached to commander's PCO not being destroyed upon exiting.<br />
* Fixed crash when in commander camera and pressing "1".<br />
* Fixed walls from disappearing when not looking at their center and fixed their shadows too.<br />
* Fixed the supply bunker and refinery's shadows.<br />
* Fixed AT's RPG to sit on his shoulder instead of going through it.<br />
* Fixed Rocket Turrets Being Able to shoot machine gun.<br />
* Fixed commander unable to build things sometimes until he exited the camera and got back in.<br />
* Fixed the engineer's corner wall icon not turning blue when disabled.<br />
* Fixed dying while in the commander camera not letting anyone else enter the command tank afterward.<br />
* Once again, attempted to fix the resources going to 0 instead of 100 bug.<br />
* Fixed the external view of the command tank being very far away.<br />
* Fixed engineer's "Kill Placed Object" menu item taking several times to kill walls.<br />
* Fixed command tank's player spawner from not being killed off when it should've been after 3 minutes.<br />
* Fixed bug where apc cargo crate wouldn't disappear after being picked up by a dropship.<br />
* Fixed comm view fog flickering on and off when a friendly vehicle was parked next to an enemy vehicle.<br />
* Fixed placing engineer kit from commander's factory menu crashing the game.<br />
* Fixed some supply depots (like the repair pad and engineer ammo crate) not working.<br />
* Fixed NF aircraft factory not having an icon.<br />
* Fixed dropship not picking up vehicle crates.<br />
* Fixed bomber exploding upon being built from the commander's factory menu.<br />
* Fixed vehicle crate not disappearing for APC when picked up by a dropship.<br />
* Fixed network bug where placing kits from commander's factory menu disconnected all players.<br />
* 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.<br />
* Fixed commander's camera from exploding when going back to tank, damaging nearby objects.<br />
* Fixed engineer's wall PCO not turning beyond +45/-45 degrees when placing an adjacent wall.<br />
* Fixed northern faction wall from being unenterable.<br />
* Fixed medic crate from falling through ground.<br />
<br />
===Modifications===<br />
* EMP_DesertValley - Name change and statics added.<br />
* 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're actually behind something)<br />
* Changed scout'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.<br />
* Changed medic'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.<br />
* Changed position of command tank's commander view so that players outside of the command tank can see the name of the person occupying it.<br />
* Reenabled the external camera views for the command tank.<br />
* Made the command tank'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.<br />
* The command tank's overhead camera now always moves based on which direction you'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's direction. Also, the minimap is always centered on the camera's position and is viewable by all players on the team, not just when close or when using the call for artillery view.<br />
* Changed minimap icon for planes to triangles.<br />
* Changed gatling gun, pistol, and medic smg weapon flashes to match with end of barrel.<br />
* Change anti-tank's RPG to not drift downward at all after firing.<br />
* Increased the rate that the medic pack and repair wrench regain energy.<br />
* Added back in enemy vehicles and aircraft showing up on the minimap when near your team's radar building.<br />
* Increased distance around buildings that you can't build within.<br />
* Increased the mass of all tanks.<br />
* 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.<br />
* Increased distance you can select a menu item from so that you can select menu items even if the menu isn't the perfect distance from the commander's camera.<br />
* Increased commander's camera movement speed.<br />
* 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.<br />
* Changed scout's rock disguise object to the rocks on Baen, made it enterable, and gave it hitpoints so that it can be destroyed.<br />
* Increased expack's damage towards buildings.<br />
* Increased Aircraft Factorys HP to 980.<br />
* Increased Radar Building HP to 980.<br />
* Increased Refinery HP to 980.<br />
* Increased Repairpads HP to 980.<br />
* Increased Spawn Bunker HP to 980.<br />
* Increased Vehicle Factory HP to 980.<br />
* Increased the Engineer Pistol Magazine to 15.<br />
* Decreased Engineer Pistol Rate of Fire to 3.<br />
* Decreased Medic SMG Rate of Fire to 6.<br />
* Decreased Gattling Gun Rate of Fire to 25.<br />
* Decreased RPG radius to 10.<br />
* Decreased RPG DMG to 25.<br />
* Increased Bomber HP to 400.<br />
* Increased Transport HP to 500.<br />
* Fixed the Tanks speeds, the heavy tank should now be the slowest and the Light tank the fastest.<br />
* Fixed Tanks Damage, the heavy tank and medium tank no longer have the same damage. <br />
* Changed Artillerys Velocity, now can shoot further.<br />
* Made it so that players and vehicles can't go up the cliffs on Baen Island.<br />
* Reduced AT class' RPG splash damage radius from 12 to 4.<br />
* Increased engineer's walls' resistance to collisions.<br />
* Moved variable objects from being attached to the command tank to attempt to reduce command tank lag.<br />
* Altered dust effect for KAT to snow effect on glycen pipeline.<br />
* Reduced springiness of KAT's wheels.<br />
* Made scout's grass disguise map specific.<br />
* Added radar objects back in on vehicles so that they show up when near an enemy's radar station.<br />
* Lowered center of gravity for KAT and APC vehicles.<br />
* Increased turning radius of APC.<br />
* Placing a vehicle build crate down from the commander'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.<br />
* Made commander'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've left the area. Enemy aircraft will not cloud the commander camera.<br />
* Altered commander's kit placement ability to only be able to place kits near supply bunkers and APCs.<br />
* Improved placement of dropship's invisible landing gear for easier landings.<br />
* Slightly reduced dropship wing's lift.<br />
* Made buildings' build sites be dropped in water be killed off immediately.<br />
* Made all ground vehicles' wreckage remain for 30 seconds after being destroyed to provide infantry cover.<br />
* Reverted command tank's objects from being spawned by the map back to being spawned by the command tank. This caused instability in 9.18.<br />
* Reduced rate at which everything loses health after the command tank is destroyed.<br />
* Made engineer's walls dig deeper into the ground so that you can't crawl underneath them if they're not perfectly level.<br />
* Added shadow back in for spawn bunker, attempted to fix refinery's shadow.<br />
* Changed tank treads back to having only four actual wheels since having more causes a crash without a precache.<br />
* Altered some variables with the dropship to prevent spawning kats when it shouldn't be able to.<br />
* Decreased radius you can't build around props so that you can build on the resource point on GlycenPipeline's imperial starting point.<br />
* The commander can now look up when in free roaming camera.<br />
* Altered APC and KAT center of gravities to not flip over so easily.<br />
* Made it so that command camera experiencing the fog of war effect can't drop buildings.<br />
* Changed infantry kit spawner construction boxes to smaller sized version.<br />
* Replaced the old HUD icon for the dropship with one depicting the new dropship.<br />
* Scout disguise objects and engineer walls are now destroyed when the command tank is destroyed.<br />
* Gave command tank 999 ammo.<br />
* Altered all vehicle collision meshes so that they take damage from collisions with the ground and other vehicles.<br />
<br />
===Removals===<br />
* Removed the cursor from the commander's overhead view for selecting the menu. The crosshair is now accurate in selecting menu items.<br />
* Eliminated minimap icon from invisible menu variable objects that would appear when the commander's menu would appear.<br />
* Removed minimap icons from aircraft and vehicle factory menu items.<br />
* Removed ability for the commander to call for artillery.<br />
* Removed ability to build near a command tank which was a popular exploit to build on the enemy command tank.<br />
* Removed ability to build near static objects on the map such as bridges and bunkers.<br />
* Removed models from commander's camera.<br />
* Removed precache from maps.<br />
* Removed the command tank's minimap icon to prevent the enemy commander from easily finding it on the map.<br />
<br />
<br />
==Version 0.11==<br />
February 8, 2004<br />
<br />
===Fixes===<br />
* Changed precache to actually work, which reduces sudden lag in game when having to cache a new object into memory and possibly fixing crashes.<br />
<br />
<br />
==Version 0.1==<br />
January 10, 2004<br />
<br />
* Initial Release<br />
* Added: All<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Change_Log_(2.8-2.25)&diff=9518Change Log (2.8-2.25)2019-01-25T16:17:41Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div><pre>Empires 2.8.0 "Asymptote"<br />
April 6, 2016<br />
<br />
* Bugfixes: <br />
Crash when spawning an APC, if you fire the MG immediately after constructing it<br />
Comm crash fix<br />
Commander can once again place buildings near enemy walls, engineer cameras & radars, and unbuilt buildings<br />
Reverted unintentional change, so that vehicle weapons aim towards the crosshair again, rather than parallel to your aiming direction (dual cannons still work)<br />
Fixed exploit building through the walls of emp_canyon, by reinstating a check from 2.6.9 that was missing<br />
Reverted unintentional change; you can now build through ammo crates again (and multiplayer physics props)<br />
The squad popup back in your face every round, because we just can't trust you to remember<br />
Fixed building underwater and through world, found in 2.8.0 beta<br />
Fix vehicles not being forced out of vehicle factory on creation.<br />
Removed emp_gauntlet descriptions since that map is gone<br />
Map description file for emp_noreturn<br />
<br />
* Balancing changes for "Asymptote"<br />
For years, there have been only 1~2 usable armors. We would like each armor to have its own special trait that makes it a decent option to research under different circumstances; to that end, we've modified capacitive, absorbant and reflective, as well as bio MG and plasma MG, to better suit the strategic commander. We've also buffed railguns and nerfed walls to make for a faster endgame. Artillery is back, baby! The new 180mm Artillery Cannon packs a much better punch than before. See the full changelog below.<br />
<br />
* Other code fixes:<br />
8 traces in cilinder to establish evenness of terrain; draw traces that fail<br />
No more building placement on top of buildings/players/vehicles.<br />
Arty Max Weight 870->855 Health 150->125<br />
Reduced collision radii of all buildings to fit snugly around the model, allowing the ramps on all buildings to stick out and overlap. Added OffsetZ of 10 for all buildings to enable placement on not quite even terrain (except for walls, those weren't touched)<br />
Added building_flushscript cheat, to allow you to keep the game running while adjust building collision bounds<br />
Added con command to give a team resources, only usable by server admins; "emp_give_resources"<br />
Added cl_mute_all_comms to mute chat as well as voice.<br />
Don't count player dropped buildings towards the max turret limit.<br />
Disabled stripping symbols for server for better sourcemod support<br />
Rename Assault class to Scout.<br />
DefaultLightmapScale is now 64; this is a setting for new brushes created in hammer, and was requested by DocRabbit; it does not change how existing maps will compile<br />
A player's ticket usage is also incremented for first spawn, as they use a ticket anyway.<br />
Save player stats when they spawn and are killed.<br />
Re-added building hints, reimplemented much simpler than the old ones, and properly scaling to screen size<br />
Updated the Source SDK with the latest code from the TF and HL2 branches. (now on 0d8dceea431 in the Source SDK, latest commit)<br />
<br />
* Non-code fixes:<br />
New models for Brenodi engineer camera and radar, courtesy of Smithy.<br />
emp_streetsoffire: Fixed misaligned overlay outside BE main. Change contributed by D.D.D. Destroyer.<br />
emp_district402: Fixes flag model for be 3rd flag using the wrong emp_cap_point<br />
Add a template map for new mappers: SteamApps\common\Empires\empires\mapsrc\emp_template.vmf<br />
Change starting armor in emp_glycencity to absorbant instead of budget.<br />
Replaced the broken "test microphone" textures.<br />
<br />
* Semantic versioning:<br />
We're now using semantic versioning as described on http://semver.org/<br />
The major version number is 2, and is bumped whenever we change so much that the game is fundamentally different.<br />
The minor version number is 8, and is bumped for any change that requires both server and client to update<br />
The patch version number is 0, and is bumped for any change that does not require an update to remain compatible - so, only crash fixes.<br />
<br />
See the forums for more discussion on our versioning system.<br />
<br />
In addition to semantic versioning, which is useful for server owners and devs mostly, each future version will maintain a name for the current balancing (or "scripts"), with an optional suffix to indicate small tweaks or (potentially major) bugfixes. This also helps for beta testers to know what balancing they are testing.<br />
<br />
* More detailed balancing changelog:<br />
HEMG Damage 11 -> 10.5<br />
Reflective->Deflective (thanks Mr.X), also corrected a typo (absorbant).<br />
Bio MG rework, more single shot dmg, longer cycle time, much shorter bio dmg interval.<br />
Plasma MG rework, lower heat gen & heat to enemy, longer cycle time, higher damage.<br />
Angle modifier 1->0.95 & 10% shell/missile/MG resist for Deflective, 15% MG resist for Absorbant.<br />
HML dmg 45->52 clipsize 6->7 reload time 6->5 SHML lock time1.5->1.2 total clip 6->7<br />
5% shell/missile resist for Deflective, 15% vehicle MG resist for Absorbant.<br />
Capacitive cost 15->20<br />
Capacitive rework, more hp, no degen, negative angle modifer, increased bio dmg.<br />
Absorbant health 60->66<br />
Explosion force 100000 -> 70000, less flipping.<br />
Artillery cannon rework, higher "alpha" damage, lower DPM. Higher radius except for ranged. (2.8.1 buffed the range for the small and medium arty)<br />
wall resist against kinetic/missile 0.95->0.925, everything else 0.97->0.94 (mortar and seismics unchanged); NB; effective strength against tanks halved<br />
Always spawn with max ammo for BEHR.<br />
Reactive weight 20->18<br />
HMG Stamina drain decreased significantly, slight damage buff.<br />
Abs bio damage modifier 0->0.3<br />
DUMG/DUHMG spread 0.04->0.03<br />
Regen health 60->70 Regen 0.067->0.07<br />
Composite cost 15->20, reason same as Deflective.<br />
Deflective cost 15->20, this is to make cheaper armor stands out.<br />
NFHR rework, damage buff, slightly increased cycle time, better standing acc, lower crotch/prone acc.<br />
BEAR rework, damage & accuracy buff, slightly longer cycle time.<br />
NF&BE ref now have same resists.<br />
Budget armor removal.<br />
Rail gun damage 45->50<br />
Absorbant cost 12->4<br />
DUMG damage 4->5 DUHMG damage 6->8<br />
Coolant engine buff; +10% heat dissipation, -25% heat output at max<br />
<br />
Empires 2.7.1<br />
February 17, 2016<br />
<br />
---------------------<br />
Empires 2.7.1 Changes<br />
<br />
Building previews now also print the reason why they cannot be built in their current position on screen, next to the building, which is colored according to the "main" reason. When outside of range, many of the reasons are not shown, to prevent scanning unexplored territory with a building preview to find enemies or enemy buildings. Also, it is no longer disallowed to have a building preview active when there are not enough resources for the building. This means you can have a building positioned beforehand, to place it the exact moment the resources come in.<br />
don't always show the squad menu; only if you have to wait for commandervote AND have enough teammates<br />
Added release notes since 2011<br />
<br />
fixed NF barracks rotation<br />
fixed revive bug; revive wouldn't work in some areas of some maps due to buffer overflow<br />
fixed wall preview remaining after leaving command view<br />
fixed inability to bind semicolon key to commands<br />
fixed inconsistent wall height for small walls<br />
fixed MG attachment origin<br />
fixed collision meshes on BE barracks, armory and VF<br />
fixed BE mine cooking (consistent with NF; you can click and hold to play the animation while in a safe spot, and then release the mousebutton to drop the mine immediately)<br />
fixed bug; Holding shift and dropping buildings quickly allows you to drop more buildings than you can afford<br />
fixed news panel; uses the main websites news archive page<br />
fixed various causes of undefined behaviour<br />
fixed many assert failures, so that debug builds can run properly<br />
fixed a lot of the compiler warnings (generated by Visual Studio, gcc and PVS)<br />
fixed shader building on windows<br />
fixed brenodi heavy tank's dual cannons going off at an angle<br />
swap: gave binocs to scout (no longer "Assault", armour to rifleman)<br />
<br />
Balance changes:<br />
Nerfed NF heavy slightly; Max Weight 1396 -> 1366, plates on all sides 7 -> 6<br />
BE pistol2; 9% less damage; doubled time between shots; decreased headshot damage modifier -25%; made 17% more accurate while standing, 10% more accurate while ducking<br />
NF shotty pistol deals 9% less damage; .5 s between shots to prevent double-click instakill; increased minimal damage 22%<br />
made both smg1's less accurate; 25% when standing, 23% when crouched, 26% less accurate while prone<br />
(Upgraded) Grenade launcher weight 50 -> 40, explosion radius of UGL decreased 10%<br />
HEMG weight 30 -> 40<br />
DUMG weight 30 -> 40; DUHGM weight 50 -> 70<br />
.50 cal MG weight 70 -> 50; HMG weight 90 -> 65<br />
Lowered max weight of NF&BE APCs by 45 (approx. 5%)<br />
all APC engines are 10 weight<br />
nerfed reflective hp 10% (80 -> 72)<br />
<br />
Hotfixes:<br />
2.7.1 - crash when you click immediately after spawning an APC<br />
<br />
Empires 2.6.9<br />
June 27, 2015<br />
<br />
---------------------<br />
Empires 2.6.9 Changes<br />
<br />
Fixed<br />
Fixed LoDs for NF barracks causing walls to disappear<br />
<br />
Changed<br />
Improved handling for jeeps and AFV, courtesy of Lazybum<br />
New version of emp_escort, courtesy of complete_lamer<br />
New NF jeep model, courtesy of Redskull<br />
Plasma Cannon Heat Generated: 8 -> 20<br />
<br />
Infantry Weapons<br />
<br />
All changes courtesy of Spike<br />
<br />
SMG2<br />
Accuracy Upgrade Modifier: 0.7 -> 0.85<br />
Standing Spread Max: 0.04 -> 0.05<br />
Shotty Pistol<br />
Falloff: 350 -> 250<br />
Spread increased slightly (0.06 -> 0.07)<br />
NFAR<br />
Clip Size: 25 -> 30<br />
Accuracy Upgrade Modifier: 0.9 -> 0.85<br />
Ducking Spread Increment: 0.0035 -> 0.0036<br />
NFHR<br />
Damage: 42 -> 48<br />
CycleTime: 0.14 -> 0.22<br />
Minimal Damage: 35 -> 38<br />
Ducking Spread Increment: 0.006 -> 0.0010<br />
Prone Spread Increment: 0.0050 -> 0.0010<br />
Ducking horizontal kick increased<br />
<br />
Empires 2.6.8<br />
May 10, 2015<br />
<br />
---------------------<br />
Empires 2.6.8 Changes<br />
<br />
Weapon names<br />
<br />
--NF<br />
-Heavy smg -> Heavy carbine<br />
<br />
Research <br />
<br />
-Removed cost to all tank chassis<br />
<br />
--Advanced Machining <br />
-time to research 120 -> 60 <br />
<br />
Vehicle weapons <br />
<br />
--plasma mg <br />
-heat to target 0 -> 2<br />
-rounds in clip 200 -> 100 <br />
<br />
--plasma cannon<br />
-heat to target 0 -> 10<br />
<br />
--HEMG<br />
-clip size 50 -> 25<br />
<br />
<br />
Infantry Weapons<br />
<br />
-new iron sights for BEAR - NFAR - NFHR<br />
<br />
--smg2<br />
-max spread (standing) 0.05 -> 0.04<br />
-decreased spread per shot (standing) 0.08 -> 0.09<br />
<br />
--smg3<br />
-clip size 30 -> 20<br />
-lowered kick slightly<br />
-weapon spread (crouched) 0.008 -> 0.007<br />
-spread per shot (crouched) 0.007 -> 0.006<br />
<br />
--nfar<br />
-damage 35 -> 38<br />
-min damage 30 -> 25<br />
-spread per shot (standing) 55 -> 50<br />
-spread per shot (crouched) 45 -> 35<br />
-spread per shot (prone) 38 -> 30<br />
<br />
<br />
Empires 2.6.7(a)<br />
May 4, 2015<br />
<br />
---------------------<br />
Empires 2.6.7 Changes<br />
<br />
Fixed<br />
<br />
Fixed the quick start menu<br />
<br />
Changed<br />
<br />
Reverted vehicle handling to as it was in 2.6.5<br />
Improved NF barracks<br />
<br />
Script Changes<br />
<br />
Infantry Classes<br />
<br />
Scout ("Assault" In-Game)<br />
Added Scout Rifle (NF & BE)<br />
Removed SMG1 (BE)<br />
Rifleman<br />
Added pistol2 (BE)<br />
<br />
Infantry Weapons<br />
<br />
SMG1 (NF & BE)<br />
Damage 25 -> 30<br />
SMG2 <br />
Damage 35 -> 30<br />
CycleTime 0.085 -> 0.075<br />
Damage Head Modifier 1.4 -> 1.2<br />
clip_size 30 -> 35<br />
Spread Significantly Changed (Generally Decreased)<br />
Shotty Pistol<br />
Damage 12 -> 22<br />
Bullets 16 -> 9<br />
CycleTime 0.2 -> 0.18<br />
MeleeDamage 70 -> 40<br />
Machinepistol<br />
Damage 25 -> 22<br />
CycleTime 0.07 -> 0.075<br />
Falloff 900 -> 800<br />
MinimalDamage 18 -> 10<br />
Damage Head Modifier 1.8 -> 2<br />
MeleeDamage 70 -> 50<br />
Spread Significantly Changed (Generally Decreased)<br />
pistol2<br />
CycleTime 0.20 -> 0.13<br />
Falloff 1000 -> 1200<br />
MinimalDamage 25 -> 35<br />
Damage Head Modifier 1.8 -> 2<br />
MeleeDamage 70 -> 40<br />
StandingSpreadDecrement 0.05 -> 0.04<br />
Kick Significantly Changed (Generally Increased)<br />
Scout Rifle (NF & BE)<br />
MinimalDamage 30 -> 60<br />
Damage Head Modifier 1.8 -> 2<br />
HMG (NF & BE)<br />
Damage 20 -> 25<br />
Bullets 2 -> 1<br />
Falloffbase 0.9 -> 0.75<br />
Falloff 1000 -> 1500<br />
MinimalDamage 5 -> 15<br />
Damage Head Modifier 1.2 -> 2<br />
clip_size 200 -> 75<br />
Spread, Kick & Stamina Penalty Significantly Changed<br />
BEAR<br />
Damage 54 -> 30<br />
CycleTime 0.23 -> 0.070<br />
Falloff 3000 -> 2500<br />
Falloffbase 0.65 -> 0.90<br />
Minimal Damage 40 -> 20<br />
SemiAutomatic 1 -> 0<br />
Damage Head Modifier 2 -> 1.5<br />
Damage Limb Modifier 1 -> 0.7<br />
clip_size 12 -> 20<br />
Spread & Kick Significantly Changed<br />
NFAR<br />
Damage 35 -> 40<br />
CycleTime 0.070 -> 0.090<br />
MinimalDamage 15 -> 30<br />
clip_size 30 -> 25<br />
StandingSpreadIncrement 0.0046 -> 0.0055<br />
DuckingSpreadIncrement 0.0042 -> 0.0045<br />
NFHR<br />
Damage 20 -> 45<br />
Bullets 3 -> 1<br />
CycleTime 0.23 -> 0.14<br />
Falloff 3000 -> 2000<br />
Falloffbase 0.65 -> 0.75<br />
Minimal Damage 15 -> 35<br />
clip_size 15 -> 12<br />
Spread & Kick Significantly Changed<br />
<br />
Patch 2.6.7a:<br />
<br />
Fixed a texture issue with the NF Barracks<br />
Removed concs from the Assault<br />
NFHR Damage: 45 -> 42<br />
NFHR Max Ammo: 36 -> 48<br />
NFAR Damage: 40 -> 35<br />
BEAR Max Ammo: 36 -> 80<br />
<br />
Empires 2.6.6<br />
April 25, 2015<br />
<br />
---------------------<br />
Empires 2.6.6 Changes<br />
<br />
Fixed vehicle handling<br />
Tweaks for collisions and lighting on NF radar and barracks<br />
<br />
New Radar and Barracks models, courtesy of Angry<br />
New sights for NFAR, NFHR, BEAR and BE RPG, courtesy of Spike<br />
Removed rollbars on NF Jeep, courtesy of Smithy<br />
Tweaked handling on some vehicles<br />
<br />
Vehicle Weapons<br />
<br />
Plasma Cannon<br />
Damage: 75 -> 80<br />
Weight: 100 -> 80<br />
Explosion Radius: 300 -> 350<br />
Railgun<br />
Weight: 100 -> 80<br />
DU MG<br />
Reload Time: 3.0 -> 2.0<br />
DU HMG<br />
Reload Time: 4.0 -> 3.0<br />
<br />
<br />
Vehicle Armor<br />
<br />
Composite<br />
Weight: 12 -> 15<br />
Reflective<br />
Health: 100 -> 80<br />
Weight: 18 -> 15<br />
Capacitive<br />
Health: 140 -> 120<br />
Weight: 18 -> 15<br />
<br />
Research<br />
<br />
Advanced Machining Research Time: 60 -> 120<br />
<br />
Empires 2.6.5<br />
March 28, 2015<br />
<br />
---------------------<br />
Empires 2.6.5 Changes<br />
<br />
Fixed minimum damage not working for vehicle MGs.<br />
Allowed e-repair of buildings and increased e-build rate from 40% to 66% of engineer base build rate.<br />
Tweaked NF refinery texture mapping.<br />
Removed concs from engineers.<br />
<br />
Vehicle Weapons<br />
<br />
Plasma Cannon<br />
Damage: 110 -> 75<br />
Heat: 20 -> 10<br />
Weight: 80 -> 100<br />
Cycle Time: 3 -> 2<br />
Railgun<br />
Heat: 8 -> 7<br />
<br />
Vehicle Armor<br />
<br />
Composite<br />
Angle Modifier: 0.75 -> 0.25<br />
Regeneration: 0.035 -> 0.02<br />
<br />
Vehicle Engines<br />
3-Phase<br />
Heat Ouput At Max: 4 -> 3<br />
Heat Output At Idle: 1 -> 2<br />
Stall On Armor Damage: 50 -> 100<br />
Stall On Health Damage: 30 -> 60<br />
Stall On Heat: 0.7 -> 0.9<br />
Medium Cost/Weight: 40 -> 30<br />
Heavy Cost/Weight: 50 -> 30<br />
Heavy Dissipation: 11 -> 10<br />
Fission<br />
Heat Output At Max: -7 -> -1<br />
Heat Output At Idle: 5 -> 1<br />
Heat Dissipation: 6 -> 5<br />
Heavy Heat Dissipation: 8 -> 7<br />
Advanced Coolant<br />
Heat Ouput At Max: 11 -> 8<br />
Heat Dissipation: 10 -> 9<br />
Heavy Heat Dissipation: 14 -> 11<br />
<br />
Research<br />
<br />
Moved Reflective armor from Projectile Physics into the root of Physics.<br />
<br />
Empires 2.6.4(a)<br />
March 21, 2015<br />
<br />
---------------------<br />
Empires 2.6.4 Changes<br />
<br />
Maps<br />
Updated Glycencity and modified surface friction for snow/ice<br />
<br />
Vehicle Weapons<br />
<br />
Heat To Target removed from all weapons<br />
Standard MG<br />
Falloff: 2000 -> 1000<br />
DU MG<br />
Damage: 6 -> 4<br />
Heat: 1 -> 0.5<br />
Weight: 50 -> 30<br />
Clip Size: 40 -> 80<br />
Reload Time: 2 -> 3<br />
Minimum Damage: 4 -> 3<br />
DU HMG<br />
Damage: 8 -> 6<br />
Heat: 1 -> 0.5<br />
Weight: 80 -> 50<br />
Clip Size: 60 -> 120<br />
Reload Time: 3 -> 4<br />
Minimum Damage: 6 -> 5<br />
Chain Gun<br />
Falloff: 1500 -> 1000<br />
Medium Chain Gun<br />
Falloff: 1500 -> 1000<br />
High Explosive MG<br />
Fixed explosions not doing area damage<br />
Damage: 14 -> 11<br />
Heat: 2 -> 1.5<br />
Weight: 60 -> 30<br />
Clip Size: 25 -> 50<br />
Railgun<br />
Damage: 50 -> 45<br />
Heat: 7 -> 8<br />
Salvo-Homing ML<br />
Damage: 50 -> 40<br />
Weight: 70 -> 100<br />
Lock On Time: 0.4 -> 1.5<br />
Lock Range Modifier: 0.0004 -> 0.0005<br />
<br />
Vehicle Armor<br />
<br />
Composite<br />
Health: 60 -> 80<br />
Reactive<br />
Cost: 20 -> 15<br />
Reflective<br />
Cost: 18 -> 15<br />
Regenerative<br />
Health: 80 -> 60<br />
Regeneration: 0.05 -> 0.067<br />
Absorbent<br />
Health: 40 -> 60<br />
Speed to Damage: -0.00016 -> -0.00011<br />
RPG/Sticky/Mortar/Mine/Bio/AP Resists: 0<br />
Capacitive<br />
Weight: 15 -> 18<br />
Regeneration: -0.05 -> -0.04<br />
<br />
Vehicle Engines<br />
Biodiesel<br />
Heat Capacity: 100 -> 125<br />
<br />
Research<br />
<br />
New research icons courtesy of Lazybum<br />
Upgraded Chassis<br />
Cost: 0 -> 500<br />
Medium Tank Chassis<br />
Cost: 0 -> 1000<br />
Artillery Tank Chassis<br />
Cost: 0 -> 2000<br />
Advanced Chassis<br />
Cost: 0 -> 1500<br />
Heavy Tank Chassis<br />
Cost: 0 -> 1500<br />
<br />
Infantry Weapons<br />
<br />
NF/BE HMG<br />
Bullets: 1 -> 2<br />
Cycle Time: 0.04 -> 0.08<br />
Accuracy Upgrade Modifier: 0.9 -> 1.0<br />
Standing Spread: 0.04 -> 0.03<br />
Ducking Spread: 0.04 -> 0.03<br />
Prone Spread: 0.04 -> 0.03<br />
Standing Spread Max: 0.7 -> 0.1<br />
Ducking Spread Max: 0.7 -> 0.1<br />
Prone Spread Max: 0.7 -> 0.1<br />
Stamina Penalty Standing: 2.5 -> 1.5<br />
Stamina Penalty Crouching: 2.0 -> 1.0<br />
Stamina Penalty Prone: 1.5 -> 0.5<br />
<br />
Patch 2.6.4a:<br />
<br />
Fixed damage resistance not being applied to HEMG<br />
Shotguns no longer do an extra pump at the end of a reload if it was pumped before the start of the reload<br />
<br />
Empires 2.6.3<br />
March 14, 2015<br />
<br />
---------------------<br />
Empires 2.6.3 Changes<br />
<br />
Infantry:<br />
<br />
Pistols, NFAR/BEHR, Mortar, RPG, SMG1/2 all got reverted to how they were before.<br />
<br />
Machine Pistol and SMG3 were slightly nerfed to stay on the safe side, because I want to see how everything else fits together before bringing them on par with everything else.<br />
<br />
BEAR was left the same, though I reverted the changes to localized body damage. NFHR was given that 3-shot thing; I remember a lot of people liked it when it was 3-shots. Damage has been lowered and spread increased on it.<br />
<br />
HMGs have be overhauled (again). Due to people constantly telling me how important they are for a support weapon, I increased the ROF, spread, recoil and lowered the damage. The net effect is a weapon that for like 8 seconds can provide ridiculous covering fire. The spread and recoil *should* be high enough for it to not be OP, along with the falloff, but it might be a bit too strong.<br />
<br />
Scout rifle is gone, again.<br />
<br />
Grenades were untouched. Most of them had timer shortages, but they seemed fine to me anyway.<br />
<br />
Shotguns were mostly untouched, but I did the same thing as I did with BEAR and reverted body damage changes; it's going to be a decent bit weaker now.<br />
<br />
Most infantry-infantry resists got thrown out; scout has a 20% resist against bullets and rifleman 30%. Scout also has a 20% against grenades and 10% against mines. Every class has a 90% resist to seismics again.<br />
<br />
Weapon descriptions are going to be a bit off.<br />
<br />
Vehicle weapons:<br />
<br />
Plasma got a heat nerf, so it dishes out half the heat as before. Rails got a damage nerf, clip size nerf, heat nerf, speed nerf. They're all small; it's how it was back in 2.51.<br />
<br />
Dual small arty is back. Yay. So is medium arty, but who uses medium arty anyway?<br />
<br />
UML and BioML got reverted, which ends up being a small buff to both. Nukes were also reverted, so they're slower with less heat and more spread. Salvo was reverted, ends up being a nerf. Homing got buffed by being reverted, same with guided.<br />
<br />
Grenade launchers got reverted and nerfed.<br />
<br />
Every weapon that was added has been removed.<br />
<br />
Vehicle chassis:<br />
<br />
Pitches were reverted; NF heavies still have 2x3-slot MLs. They also have 275 chassis health while BE heavies have 225. Cost, base weight and plate counts have been reverted.<br />
<br />
Vehicle armor:<br />
<br />
Not a lot changed, actually. Plain got a health nerf with a weight and cost buff from being reverted. Composite was made a smidge more expensive. Regen is cheaper and lighter. I left Budget and Capacitive in; Capacitive got a slight buff from -0.05 to -0.04 decay rate.<br />
<br />
Vehicle engines:<br />
<br />
Compact engine was removed.<br />
<br />
Speeds were adjusted to be closer together. For researched engines, heavies range start at 30, mediums/APCS at 40, LT/AFVs at 50. Standard engine is 5 slower than the lower end of the range and so is reverse speed. AC is +0, Bio is +3, Gas is +5, Fission is +7 and 3-phase is +10. So, for example, a 3-phase Heavy would move at 40 with a reverse speed of 25, while an AC LT would move at 50 with a reverse of 45.<br />
<br />
Buildings:<br />
<br />
Turrets lowered from 75 to 50 resources; missile turn rate lowered to 1000 > 1400 > 1800 from 1800 across all levels.<br />
<br />
Empires 2.6.2(a)<br />
February 12, 2015<br />
<br />
---------------------<br />
Empires 2.6.2 Changes<br />
<br />
Fixed<br />
<br />
Fixed NF Medium left ML occasionally hitting the chassis<br />
Fixed emp_tutorial for new players<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
DU MG<br />
Falloffbase 0.6 -> 0.8<br />
MinimalDamage 3 -> 4<br />
DU HMG<br />
Falloffbase 0.6 -> 0.8<br />
MinimalDamage 4 -> 6<br />
<br />
Std ML<br />
Cost 50 -> 30<br />
Total Ammo Clips 5 -> 6<br />
<br />
SHML<br />
Description "A missile launcher that fires four missiles at once which home in on the locked on target." -> "A missile launcher that fires a salvo of missiles at once which home in on the locked on target." //description given when selecting weapons<br />
<br />
FML<br />
Total Ammo Clips 5 -> 6<br />
<br />
GML Added<br />
Name -> Guided ML<br />
Description -> "A missile launcher which fires a missile that follows the crosshairs after launch."<br />
Size -> 1<br />
Cost -> 40<br />
Research -> "Guided Missiles"<br />
Damage -> 40<br />
Speed -> 1800<br />
Heat -> 6<br />
Weight -> 40<br />
Cycle Time -> 1.2<br />
Clip Size -> 4<br />
Total Ammo Clips -> 6<br />
Reload Time -> 3<br />
Projectile Spread -> 1.5<br />
Heat To Target -> 0.1<br />
Explosion Radius -> 100<br />
Explosion Force -> 50<br />
Guided Missile -> 1<br />
Missile Range -> 5000<br />
Turning Ability -> 6<br />
<br />
PML Added<br />
Name -> Plasma ML<br />
Description -> "A fast and accurate dumb fire missile launcher able to transfer a large amount of heat into the target and put it into an overheated shutdown."<br />
Size -> 1<br />
Cost -> 40<br />
Research -> "Plasma Missile Projectile"<br />
Damage -> 40<br />
Speed -> 2400<br />
Heat -> 6<br />
Weight -> 40<br />
Cycle Time -> 0.9<br />
Clip Size -> 4<br />
Total Ammo Clips -> 6<br />
Reload Time -> 3<br />
Projectile Spread -> 0.5<br />
Heat To Target -> 6<br />
Explosion Radius -> 300<br />
Explosion Force -> 100<br />
<br />
Mk 1 Auto CN Added<br />
Name -> Mk 1 Auto Cannon<br />
Description -> "This small cannon fires quickly, but utilizes clips that must be reloaded."<br />
Size -> 1<br />
Cost -> 60<br />
Research -> "Auto Cannon" <br />
Damage -> 20<br />
Speed -> 3900<br />
Heat -> 4<br />
Weight -> 60<br />
Cycle Time -> 0.5<br />
Clip Size -> 16<br />
Total Ammo Clips -> 4<br />
Reload Time -> 4<br />
Projectile Spread -> 0.015<br />
Heat To Target -> 1<br />
Explosion Radius -> 150<br />
Explosion Force -> 100<br />
<br />
Vehicle Armor<br />
<br />
Absorbant Armor<br />
InfantryMineResist 0 -> 0.65<br />
InfantryMissileResist 0 -> 0.80<br />
InfantryMortarResist 0 -> 0.80<br />
Brittle Armor<br />
InfantryMineResist 0 -> -1<br />
InfantryStickyResist 0 -> -1<br />
InfantryMissileResist 0 -> -0.35<br />
InfantryMortarResist 0 -> -0.35<br />
<br />
Vehicle Chassis<br />
<br />
Heavy Tank (NF & BE)<br />
Max Front Armor 6 -> 8<br />
Max Rear Armor 6 -> 4<br />
<br />
Vehicle Research<br />
<br />
All times halved.<br />
<br />
Plasma Missile Projectile Added<br />
Parent -> "Superheated Material Physics"<br />
Time -> 60<br />
Auto Cannon Added<br />
Parent -> "Improved Flagration Compounds"<br />
Time -> 60<br />
<br />
Infantry Weapons<br />
<br />
behr //somewhat reverted accuracy nerf.<br />
"StandingSpreadModifier" 0.1->"0.05"<br />
"DuckingSpreadModifier" 0.1->"0.02"<br />
nfar<br />
"StandingSpreadModifier" 0.1->"0.05"<br />
"DuckingSpreadModifier" 0.1->"0.02"<br />
smg1 //people bitched about handling, doubletaps should be much more accurate now.<br />
"StandingSpreadIncrement" 0.006->"0.004"<br />
"DuckingSpreadIncrement" 0.006->"0.004"<br />
"ProneSpreadIncrement" 0.004->"0.003"<br />
hmg //improved accuracy but significantly increased falloff, should land hits easier but will do less damage, very lethal up close.<br />
"StandingSpread" 0.05->"0.035"<br />
"DuckingSpread" 0.05->"0.035"<br />
"ProneSpread" 0.05->"0.035"<br />
"Falloff" 900->"100"<br />
"StaminaPenalty_Standing" 3.5->"2.5"<br />
"StaminaPenalty_Crouching" 3.5->"2.5"<br />
"StaminaPenalty_Prone" 3.5->"2.5"<br />
BEpistol2<br />
asslt reserve 14->28<br />
rifle reserve 14->28<br />
gren reserve 14->28<br />
engi reserve 14->28<br />
shotguns //slight accuracy buff, should help to kill assaults up close<br />
spread(all) 0.08->0.06<br />
<br />
patch 2.6.2a:<br />
Script Changes<br />
<br />
Vehicle Armor<br />
<br />
Absorbant<br />
Bioweapon Damage Modifier 0.65 -> 0.35<br />
InfantryMineResist 0.65 -> 0.35<br />
InfantryStickyResist 0.65 -> 0.35<br />
InfantryMissileResist 0.80 -> 0.20<br />
InfantryMortarResist 0.80 -> 0.20<br />
<br />
<br />
Empires 2.6.1<br />
January 27, 2015<br />
<br />
---------------------<br />
Empires 2.6.1 Changes<br />
<br />
Changed<br />
<br />
Tweaked NFHR animation<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
DU MG<br />
Damage 4 -> 6<br />
DU HMG<br />
Damage 6 -> 8<br />
<br />
HE MG<br />
Reload Time 5 -> 4<br />
<br />
HE Cannon<br />
Explosion Force 200 -> 300<br />
<br />
UML<br />
Cycle Time 0.75 -> 0.6<br />
Explosion Radius 450 -> 300<br />
<br />
Bio Cannon<br />
Clip Size 20 -> 30<br />
<br />
Vehicle Armor<br />
<br />
Composite<br />
Regeneration 0.05 -> 0.035<br />
<br />
Absorbant<br />
Weight 10 -> 12<br />
Cost 10 -> 12<br />
Health 20 -> 40<br />
Speed To Damage Modifier -0.00021 -> -0.00016<br />
Bioweapon Damage Modifier 0.5 -> 0.65<br />
APBulletResist 0.75 -> 0.5<br />
InfantryStickyResist 0 -> 0.65<br />
<br />
Regenerative<br />
Weight 15 -> 18<br />
Cost 15 -> 18<br />
Health 60 -> 80<br />
Regeneration 0.10 -> 0.05<br />
<br />
Brittle<br />
Speed To Damage Modifier 0.00033 -> 0.00012<br />
KineticResist -0.3 -> -0.5<br />
<br />
Vehicle Engines<br />
<br />
Standard Engine (Jeep)<br />
Description "This engine is the only jeep engine. It uses turbine technology." -> "This engine is the only jeep engine. It uses hybrid electric-turbine technology."<br />
Max Speed 62 -> 75<br />
Heat Dissipation 7 -> 8<br />
<br />
Standard (APC)<br />
Cost 10 -> 20<br />
Standard (all other chassis)<br />
Cost 35 -> 30<br />
Gas Turbine (all chassis)<br />
Cost 40 -> 20<br />
3 Phase (APC)<br />
Cost 50 -> 30<br />
3 Phase (LT)<br />
Cost 50 -> 30<br />
3 Phase (Medium, Arty)<br />
Cost 70 -> 40<br />
Fission Reactor (APC)<br />
Cost 50 -> 10<br />
Fission Reactor (LT, Med, Heavy, Arty)<br />
Cost 70 -> 10<br />
Bio Diesel (APC)<br />
Cost 50 -> 20<br />
Bio Diesel (LT, Med, Heavy, Arty)<br />
Cost 70 -> 20<br />
Coolant (APC)<br />
Cost 50 -> 30<br />
Coolant (LT, Med, Heavy, Arty)<br />
Cost 70 -> 30<br />
Compact (all chassis)<br />
Cost 10 -> 5<br />
<br />
3 Phase (Med, Arty)<br />
Weight 50 -> 40<br />
<br />
Fission (all chassis)<br />
Weight 15 -> 10<br />
<br />
Coolant (all chassis except Heavy)<br />
Heat Output At Max 10 -> 11<br />
Heat Dissipation 9 -> 10<br />
Coolant (Heavy)<br />
Heat Dissipation 13 -> 14<br />
<br />
Standard (Heavy)<br />
Max Speed 20 -> 18<br />
Gas Turbine (Heavy)<br />
Max Speed 33 -> 30<br />
3 Phase (Heavy)<br />
Max Reverse Speed 26 -> 35<br />
Fission (Heavy)<br />
Max Speed 27 -> 25<br />
Max Reverse Speed 23 -> 25<br />
Bio Diesel (Heavy)<br />
Max Speed 26 -> 24<br />
Max Reverse Speed 20 -> 24<br />
Coolant (Heavy)<br />
Max Speed 24 -> 22<br />
Max Reverse Speed 20 -> 22<br />
Compact (Heavy)<br />
Max Speed 26 -> 24<br />
Max Reverse Speed 20 -> 24<br />
<br />
Vehicle Chassis<br />
<br />
BE Heavy Tank<br />
Cost 900 -> 1000<br />
NF Heavy Tank<br />
Cost 800 -> 1000<br />
Vehicle Research<br />
<br />
All times doubled.<br />
<br />
Infantry Classes<br />
<br />
Rifleman //Mine resist brought in line with other classes. Mines oneshot all infantry now<br />
InfantryMineResist 0.4->0.0<br />
Grenadier<br />
InfantryMineResist 0.4->0.0<br />
<br />
Infantry Weapons<br />
BEHR //Nerfed at close range, long range damage is still the same<br />
Base damage 42->35<br />
"StandingSpreadModifier" 0.015->0.1<br />
"DuckingSpreadModifier" 0.015->0.1<br />
<br />
NFAR //identical nerf to BEHR<br />
Base damage 42->35<br />
"StandingSpreadModifier" 0.01->0.1<br />
"DuckingSpreadModifier" 0.01->0.1<br />
<br />
BECR/NF50C //nerfed acc upg and made pinpoint while stationary<br />
Accuracy upgmod 0.3->0.5<br />
"StandingSpread" 0.001->0.0<br />
"DuckingSpread" 0.001->0.0<br />
"ProneSpread" 0.001->0.0<br />
BECR Minimum Damage 10->40 (this was an error)<br />
<br />
LSMGs //changed to mp7 style smg, super rate of fire which loses control quickly. Similar handling when tap fired though.<br />
Cycletime 0.09->0.06<br />
"StandingSpreadIncrement" 0.0022->0.006<br />
"DuckingSpreadIncrement" 0.0022->0.006<br />
Clipsize 25->20<br />
Reserve Ammunition 75->80<br />
<br />
HSMG //gentle nerf, I don't think it's too OP but it needs a slight tone down. It'll be harder to tapfire successfully<br />
Cycletime 0.13->0.15<br />
"StandingSpreadDecrement" 0.1->0.06<br />
"DuckingSpreadDecrement" 0.1->0.06<br />
<br />
BEHP //buffed up slightly as pistol1 feels superior.<br />
Cycletime 0.2->0.15<br />
"StandingSpreadDecrement" "0.04"->0.06<br />
BEASt //decreased cycletime by popular demand<br />
Cycletime 0.4->0.3<br />
HMG //decreased cycletime by popular demand<br />
Damage 15->60<br />
Cycletime 0.05->0.15<br />
Falloffbase 0.75->0.5 (falloff is now very fast)<br />
Clipsize 100->50<br />
Reserve Ammo 200->100<br />
Stamina Penalty 1->3.5<br />
<br />
Empires 2.6<br />
January 14, 2015<br />
<br />
---------------------<br />
Empires 2.6 Changes<br />
<br />
Fixed<br />
Fixed wheels clipping through on BE jeep model.<br />
Fixed some texture stretching on NF's VF model.<br />
Fixed NF SMG3 ejecting shotgun shells.<br />
Fixed the NF & BE shotgun animation speed.<br />
Fixed the BE shotgun muzzle flash.<br />
Fixed an issue with firing RPGs.<br />
Changed<br />
Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.<br />
Removed sabotage DoT on everything but turrets.<br />
Script Changes<br />
<br />
Vehicle Armor<br />
Plain Armor<br />
Health 40 -> 60<br />
Composite<br />
Health 40 -> 60<br />
Reactive<br />
Health 100 -> 120<br />
Reflective<br />
Health 80 -> 100<br />
Regenerative<br />
Health 40 -> 60<br />
Regeneration 0.15 -> 0.1<br />
Absorbant<br />
Weight 12 -> 10<br />
Cost 12 -> 10<br />
Health 40 -> 20<br />
Speed to Damage Modifier -0.0001 -> -0.0002<br />
Bioweapon Damage Modifier 1 -> 0.5<br />
APBulletResist 0.5 -> 0.75<br />
Budget<br />
Health 40 -> 60<br />
Brittle<br />
Health 100 -> 160<br />
Speed To Damage Modifier 0.0001 -> 0.00033<br />
Bioeapon Damage Modifier 1 -> 2<br />
KineticResist -0.5 -> -0.3<br />
APBulletResist -0.5 -> -3<br />
Capacitive<br />
Health 100 -> 140<br />
Regeneration -0.06 -> -0.05<br />
Vehicle Chassis<br />
Jeep (NF & BE)<br />
massCenterOverride "0 0 0" -> "0 0 -1"<br />
massoverride 1500 -> 1750<br />
faststeeringrate 0.75 -> 1<br />
Wheel Mass 300 -> 325<br />
frontbrakefactor 1 -> 0.5<br />
rearbrakefactor 0 -> 0.5<br />
NF Jeep<br />
keepuprighttorque -> 1<br />
BE Jeep<br />
Wheel Radius 18 -> 20<br />
AFV<br />
Health 300 -> 200<br />
NF LT<br />
Health 200 -> 150<br />
APC (NF & BE)<br />
Health 250 -> 150<br />
Medium Tank (NF & BE)<br />
Health 300 -> 200<br />
Added 1-slot ML<br />
BE Heavy Tank<br />
Max Missile Launchers 3 -> 2<br />
Added 1-slot ML<br />
NF Heavy Tank<br />
Max Missile Launchers 6 -> 4<br />
Added 2 1-slot MLs<br />
Unmentioned from Previous Release<br />
Walls (NF & BE)<br />
Cost 25 -> 15<br />
Refinery (NF & BE)<br />
Carcass Removal Time 15 -> 10<br />
NF Vehicle Factory<br />
Recycle Time 5 -> 20<br />
Infantry Classes<br />
<br />
Scout is now renamed to Assault<br />
Assault<br />
InfantryBulletResist 0.35->0.4<br />
InfantryMortarResist 0.0-> -0.2<br />
InfantryExplosiveResist 0.0-> -0.2<br />
InfantryMineResist 0.4->0.0<br />
Max Concussion Ammo 2->1<br />
Engineer<br />
InfantryMineResist 0.4->0.0<br />
Can now carry concussions<br />
Max Concussion Ammo 2->1<br />
Rifleman<br />
InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate<br />
Default grenade is now Explosive<br />
Infantry Weapons<br />
NFHMG<br />
Max Damage 15->20<br />
Min Damage 7->9<br />
BEASt<br />
Falloff 1500->900 //this was an error I made last time<br />
Shotguns<br />
Max Damage 36->42 (per pellet)<br />
All Pistols<br />
Melee Damage 40->70<br />
SMG3<br />
Now has functioning killicon<br />
Melee Damage 40->90<br />
"DuckingKick_X_FullSpread_Max" 1->3<br />
"DuckingKick_X_FullSpread_Min" 0->1.5<br />
"DuckingKick_X_NoSpread_Max" 0.5->2<br />
"DuckingKick_X_NoSpread_Min" 0->1.5<br />
"DuckingKick_Y_FullSpread_Max" 0.1->3<br />
"DuckingKick_Y_NoSpread_Max" 0.05->1<br />
"ProneKick_X_NoSpread_Max" 0.5->1<br />
"ProneKick_X_NoSpread_Min" 0->0.5<br />
Concussion and HE Nade<br />
Grenade Timer 2->3<br />
<br />
Empires 2.52.9<br />
January 10, 2015<br />
<br />
---------------------<br />
Empires 2.52.9 Changes<br />
<br />
Added<br />
Added keybindings for selecting buildings to be placed as comm.<br />
<br />
Fixed<br />
<br />
Fixed vehicle MGs damaging the wrong side.<br />
Fixed a parsing error on the chassis script by removing all mentions of the extra chassis. Added a ".bak" version of the chassis script that can unlock the extra chassis.<br />
Fixed NF heavy turret collision mesh.<br />
Fixed NF CV getting stuck on single turrets.<br />
Fixed missing snow camo on BE APC turret.<br />
Fixed BE APC using AFV turret instead of APC turret.<br />
Fixed an issue with sudden death not triggering properly.<br />
Fixed the top-right info panel sometimes not appearing for players.<br />
Fixed players having no equipment if their initial spawn was from a squad revive.<br />
Fixed machine pistol missing a kill icon.<br />
<br />
Changed<br />
<br />
Removed barbed wire from NF walls.<br />
Removed BioMG and Bio Cannon from emp_escort.<br />
Redid BE CV collision mesh.<br />
Added a flat 3s firing delay to all vehicles upon creation.<br />
Comm turrets now auto-upgrade with the appropriate research.<br />
Reflective now does a linear decrease in damage from 100% at 0 degrees to 50% at 45+ degrees (Previously, it was the cosine of the angle, so this is a buff.)<br />
Dead players now have a small X on the scoreboard and their row colored grey.<br />
Attempted to remove bullet pushback, again.<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
Plasma Cannon<br />
Weight 100 -> 80<br />
Bio Cannon<br />
Weight 100 -> 80<br />
Salvo GML<br />
Cost 85 -> 80<br />
Weight 100 -> 80<br />
Clip Size 5 -> 6<br />
Reload Time 8.5 -> 8.4<br />
Salvo HML<br />
Cost 70 -> 80<br />
Weight 100 -> 80<br />
<br />
Small Artillery Cannon<br />
Cost 50 -> 60<br />
Medium Artillery Cannon<br />
Name -> Double Artillery Cannon<br />
HUD Name -> Double AC<br />
Description -> An artillery cannon that fires twice as often as Small Artillery Cannon.<br />
Cost 60 -> 120<br />
Damage 140 -> 115<br />
Speed 1500 -> 1700<br />
Gravity 0.6 -> 0.8<br />
Weight 100 -> 120<br />
Cycle Time 1.6 -> 0.5<br />
Clip Size 10 -> 20<br />
Total Ammo Clips 3 -> 4<br />
Reload Time 8 -> 5<br />
Explosion Radius 700 -> 550<br />
Explosion Force 600 -> 500<br />
Grenade Launcher<br />
Cost 50 -> 30<br />
Weight 50 -> 30<br />
<br />
Nuke<br />
Name -> Nuclear Missile<br />
Speed 1000 -> 1200<br />
Cycle Time 12 -> 10<br />
Projectile Spread 1.25 -> 0.5<br />
Fast ML<br />
Cost 50 -> 30<br />
Weight 40 -> 30<br />
<br />
Vehicle Armor<br />
<br />
Brittle Armor<br />
Health 80 -> 100<br />
KineticResist -0.2 -> -0.5<br />
Capacitive<br />
Regeneration -0.01 -> -0.06<br />
<br />
Vehicle Engines<br />
<br />
Heavy Tank Engines<br />
Standard<br />
Max Speed 25 -> 20<br />
Max Reverse Speed 20 -> 18<br />
Gas Turbine<br />
Max Speed 38 -> 33<br />
Max Reverse Speed 35 -> 30<br />
3 Phase<br />
Max Speed 40 -> 35<br />
Max Reverse Speed 31 -> 26<br />
Fission<br />
Max Speed 32 -> 27<br />
Max Reverse Speed 28 -> 23<br />
Biology<br />
Max Speed 31 -> 26<br />
Max Reverse Speed 25 -> 20<br />
Coolant<br />
Max Speed 29 -> 24<br />
Max Reverse Speed 22 -> 20<br />
Compact<br />
Max Speed 31 -> 26<br />
Max Reverse Speed 25 -> 20<br />
NF Commander<br />
Horsepower 4250 -> 2550<br />
<br />
Vehicle Chassis<br />
<br />
APC (NF & BE)<br />
Max Grenade Launchers 2 -> 1<br />
Arty Tank (NF & BE)<br />
Max Artillery Cannons 2 -> 1<br />
Heavy Tank (NF & BE)<br />
Max Machine Guns 2 -> 1<br />
brakeSteeringRateFactor 6 -> 30<br />
NF Jeep<br />
Reverted handling to that of 2.52.5.<br />
BE Jeep<br />
Changed handling to roughly match the NF Jeep.<br />
NF LT<br />
powerSlideAccel 0 -> -200<br />
NF CV<br />
powerSlideAccel 0 -> -250<br />
BE CV<br />
powerSlideAccel 0 -> -250<br />
<br />
Buildings<br />
<br />
All 30s Recycle Times Changed to 20s.<br />
MG Turret (NF & BE)<br />
cost 50 -> 75<br />
turret rof level 2 0.07 -> 0.08<br />
turret rof level 3 0.035 -> 0.04<br />
ML Turret (NF & BE)<br />
turret rof level 2 2.5 -> 3<br />
turret rof level 3 1.5 -> 2<br />
<br />
Infantry Weapons<br />
<br />
Significantly Changed.<br />
Added NF SMG3 and BE Machine Pistol<br />
<br />
Infantry Classes<br />
<br />
Scout:<br />
Infantry Bullet Resist 0.0->0.35<br />
Rifleman:<br />
Infantry Bullet Resist 0.2->0.0<br />
Engineer:<br />
Infantry Bullet Resist 0.0->0.2<br />
Grenadier:<br />
Infantry Bullet Resist 0.1->0.2<br />
All class loadouts have changed.<br />
<br />
Empires 2.52.8<br />
December 25, 2014<br />
<br />
---------------------<br />
Empires 2.52.8 Changes<br />
<br />
Fixed<br />
<br />
Fixed BEHR ammo amounts to match what they have always been.<br />
Fixed Shotgun descriptions to match Spike's old suggestion.<br />
Fixed "Advanced Semiconductor Research" clipping while researching.<br />
Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).<br />
<br />
Changed<br />
<br />
Regenerating armors regenerate even with zero armor.<br />
Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)<br />
Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)<br />
The health bar for repairing tank armor now increases more gradually<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
Standard Cannon<br />
Speed 3000 -> 3300<br />
Imp. Std Cannon<br />
Speed 3300 -> 3600<br />
ER Cannon<br />
Speed 3300 -> 3600<br />
Rail Gun<br />
Damage 50 -> 60<br />
Speed 3600 -> 3900<br />
Cycle Time 0.8 -> 1<br />
<br />
SGML<br />
Explosive Sprite 14 -> 19<br />
<br />
HML<br />
Clip Size 4 -> 8<br />
Total Ammo Clips 9 -> 6<br />
<br />
SHML<br />
Total Ammo Clips 6 -> 9<br />
Reload Time 4 -> 8.6<br />
Projectile Spread 1.5 -> 4.5<br />
<br />
DML<br />
Speed 2400 -> 1800<br />
TML<br />
Speed 2400 -> 1800<br />
<br />
Vehicle Armor<br />
<br />
Composite Armor<br />
Speed to Damage -0.000035 -> -0.00005<br />
Damage to Heat -0.025 -> -0.05<br />
Regenerative<br />
Regeneration 0.2 -> 0.15<br />
Absorbant<br />
Speed to Damage -0.0002 -> -0.0001<br />
APBulletResist 0 -> 0.5<br />
Budget Armor<br />
Weight 10 -> 8<br />
Cost 5 -> 4<br />
Brittle Armor Added<br />
Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."<br />
Weight -> 15<br />
Cost -> 15<br />
Research -> "Biology/Lab-Grown Technologies/Brittle Armor"<br />
Health -> 80<br />
Speed to Damage -> 0.0001<br />
KineticResist -> -0.2<br />
APBulletResist -> -0.5<br />
Capacitive Armor Added<br />
Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."<br />
Weight -> 15<br />
Cost -> 15<br />
Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"<br />
Health -> 100<br />
Regeneration -> -0.01<br />
<br />
Vehicle Research<br />
<br />
Capacitive Armor Added<br />
Parent -> "Advanced Magnet Research"<br />
Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."<br />
Time -> 60<br />
Lab-Grown Technologies Added<br />
Parent -> "Biology"<br />
Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."<br />
Time -> 60<br />
Brittle Armor Added<br />
Parent -> "Lab-Grown Technologies"<br />
Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."<br />
Time -> 60<br />
<br />
Infantry Weapons<br />
<br />
Pistol1<br />
SemiAutomatic 1 -> 0<br />
Clip Size 12 -> 18<br />
Starting Ammo 24 -> 36<br />
Max Ammo 36 -> 72<br />
Machine Pistol<br />
DuckingSpreadDecrement 0.04 -> 0.025<br />
Shotty Pistol<br />
Cycle Time 0.5 -> 0.18<br />
SemiAutomatic 1 -> 0<br />
ProneSpreadModifier 0.03 -> 0.06<br />
Spread Increments -> 0<br />
Shotgun<br />
Max Damage 25 -> 20<br />
Min Damage 15 -> 9<br />
ProneSpreadModifier 0.03 -> 0.06<br />
<br />
Empires 2.52.7<br />
December 13, 2014<br />
<br />
---------------------<br />
Empires 2.52.7 Changes<br />
<br />
Added<br />
New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.<br />
<br />
Fixed<br />
<br />
Fixed NF crates again.<br />
Fixed the visual bug in blend textures on emp_slaughtered.<br />
Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
Plasma Cannon<br />
Damage 95 -> 110<br />
Heat 15 -> 20<br />
Cycle Time 2.5 -> 3<br />
Heat To Target 15 -> 20<br />
<br />
Vehicle Engines<br />
<br />
Gas Turbine Engine<br />
Horsepower (non-APC chassis) 2500 -> 2000<br />
3Phase Engine<br />
Horsepower (non-APC chassis) 2500 -> 2000<br />
<br />
Vehicle Armor<br />
<br />
Plain Armor<br />
Weight 15 -> 20<br />
Cost 5 -> 10<br />
Composite Armor<br />
Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."<br />
-> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."​<br />
Cost 24 -> 12<br />
Health 80 -> 40<br />
Regeneration 0.0125 -> 0.05<br />
Heat to Damage Modifier -0.025 -> -0.05<br />
Angle Modifier 0.5 -> 0.75<br />
Speed to Damage Modifier -0.00002 -> -0.000035<br />
Reactive Armor<br />
Health 120 -> 100<br />
Reflective Armor<br />
Health 100 -> 80<br />
Regenerative Armor<br />
Health 60 -> 40<br />
Regeneration 0.1 -> 0.2<br />
Absorbant Armor<br />
Health 60 -> 40<br />
Budget Armor<br />
Health 60 -> 40<br />
<br />
Vehicle Research<br />
<br />
Composite Armor 150 -> 90<br />
<br />
Vehicle Chassis<br />
<br />
NF APC<br />
Health 150 -> 250<br />
NF Light Tank<br />
Health 150 -> 200<br />
NF Medium Tank<br />
Health 200 -> 300<br />
Recycle Percentage 25% -> 30%<br />
skidallowed 0 -> 1<br />
Sliding Friction 5 -> 0.2<br />
Braking Friction 5 -> 0.6<br />
NF Heavy Tank<br />
Base Weight 926 -> 846<br />
Max Armor Plates Per Side 7 -> 6<br />
Max Missile Launchers 5 -> 6<br />
Health 250 -> 500<br />
Recycle Percentage 25% -> 40%<br />
Second ML Slots 2 -> 3<br />
skidallowed 0 -> 1<br />
Sliding Friction 5 -> 0.2<br />
Braking Friction 5 -> 0.6<br />
NF Arty Tank<br />
Health 150 -> 250<br />
skidallowed 0 -> 1<br />
Sliding Friction 5 -> 0.2<br />
Braking Friction 5 -> 0.6<br />
BE APC<br />
Health 150 -> 250<br />
BE AFV<br />
Health 200 -> 300<br />
BE Medium Tank<br />
Health 200 -> 300<br />
Recycle Percentage 25% -> 30%<br />
skidallowed 0 -> 1<br />
Sliding Friction 5 -> 0.2<br />
Braking Friction 5 -> 0.6<br />
BE Heavy Tank<br />
Health 250 -> 400<br />
Recycle Percentage 25% -> 40%<br />
skidallowed 0 -> 1<br />
Sliding Friction 5 -> 0.2<br />
Braking Friction 5 -> 0.6<br />
BE Arty Tank<br />
skidallowed 0 -> 1<br />
Sliding Friction 5 -> 0.2<br />
Braking Friction 5 -> 0.6<br />
<br />
Building Changes<br />
<br />
MG Turrets<br />
turret turn speed level 1 250 -> 200<br />
turret turn speed level 2 250 -> 200<br />
turret turn speed level 3 250 -> 200<br />
ML Turrets<br />
turret rof level 1 4 -> 5<br />
<br />
Infantry Classes<br />
<br />
All BE Classes<br />
Added Machine Pistol<br />
Engineer<br />
Added Shotgun<br />
Rifleman<br />
Removed Shotgun<br />
Added Sniper Rifle<br />
<br />
Infantry Weapons<br />
<br />
Pistol 2<br />
Kick Increased.<br />
BEAR<br />
Starting Ammo 90 -> 60<br />
NF HR<br />
Damage 8 -> 45<br />
Bullets 10 -> 1<br />
CycleTime 0.24 -> 0.25<br />
Minimal Damage 1 -> 25<br />
SemiAutomatic 1 -> 0<br />
clip_size 12 -> 15<br />
Starting Ammo 36 -> 30<br />
Max Ammo 45 -> 60<br />
Spread edited significantly.<br />
Kick increased.<br />
Shotgun<br />
Damage 30 -> 25<br />
Bullets 24 -> 16<br />
Falloff 425 -> 350<br />
Falloffbase 0.60 -> 0.9<br />
Minimal Damage 1 -> 15<br />
StandingSpread 0.15 -> 0.07<br />
Ducking Spread 0.11 -> 0.04<br />
Prone Spread 0.07 -> 0.04<br />
StandingSpreadModifier 0.15 -> 0.07<br />
Ducking SpreadModifier 0.11 -> 0.04<br />
Prone SpreadModifier 0.07 -> 0.04<br />
Sniper Rifle<br />
Damage 75 -> 50<br />
Falloff 6000 -> 5000<br />
Minimal Damage 30 -> 20<br />
Damage Head Modifier 1.8 -> 2.3<br />
Damage Chest/Stomach Modifier 1 -> 1.2<br />
Damage Limb Modifier 0.7 -> 1<br />
clip_size 5 -> 10<br />
RPG & Mortar share each other's ammo pool.<br />
<br />
Empires 2.52.6<br />
November 29, 2014<br />
<br />
---------------------<br />
Empires 2.52.6 Changes<br />
<br />
Fixed<br />
<br />
Fixed mission collision meshes on nf_crate models.<br />
Flipped the green channel on the NF apc normal map & reduced $detailblendfactor<br />
Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.<br />
Fixed issue with squad reviving players who hadn't spawned yet<br />
<br />
Changed<br />
<br />
Removed bullet pushback effects<br />
Disabled health regen during infantry Sudden Death<br />
Turret radius in comm view is now based off scripted range<br />
Vehicles can't fire weapon if it would exceed heat capacity<br />
Players now appear outside of vehicles if they die in the vehicle<br />
Ammo upgrade now doubles starting ammo<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
BioMG<br />
Damage 5 -> 6<br />
Heat 2.25 -> 1<br />
Total Ammo Clips 3 -> 4<br />
Reload Time 10 -> 4<br />
Heat To Target 0 -> 0.1<br />
<br />
DU MG<br />
Damage 6 -> 4<br />
Heat 2 -> 1<br />
Cycle Time 0.15 -> 0.1<br />
Clip Size 140 -> 40<br />
Total Ammo Clips 3 -> 8<br />
Reload Time 6 -> 2<br />
Heat To Target 0 -> 0.1<br />
Minimal Damage 5 -> 3<br />
DU HMG<br />
Damage 8 -> 6<br />
Heat 2.3 -> 1<br />
Cycle Time 0.12 -> 0.1<br />
Clip Size 180 -> 60<br />
Total Ammo Clips 3 -> 8<br />
Reload Time 10 -> 3<br />
Projectile Spread 0.035 -> 0.04<br />
Heat To Target 0 -> 0.1<br />
Minimal Damage 6 -> 4<br />
<br />
Plasma MG<br />
Damage 4 -> 8<br />
Heat 2 -> 1.5<br />
Heat To Target 2 -> 1.5<br />
<br />
HE Cannon<br />
Weight 70 -> 60<br />
<br />
UML<br />
Damage 60 -> 40<br />
Speed 2500 -> 2400<br />
Heat 8 -> 6<br />
Cycle Time 1.0 -> 0.75<br />
Clip Size 7 -> 8<br />
Total Ammo Clips 7 -> 9<br />
Reload Time 3.8 -> 3.0<br />
Heat To Target 0.2 -> 0.1<br />
Explosion Radius 100 -> 450<br />
Explosion Force 50 -> 200<br />
<br />
Bio ML<br />
Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.<br />
-> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.<br />
Cycle Time 3.0 -> 1.2<br />
Clip Size 5 -> 2<br />
Total Ammo Clips 3 -> 9<br />
<br />
Salvo ML<br />
Icon Replaced<br />
Weight 70 -> 60<br />
Reload Time 8.4 -> 5.4<br />
Explosion Force 20 -> 50<br />
<br />
Salvo Guided ML<br />
Speed 1200 -> 1800<br />
Explosion Radius 110 -> 100<br />
Explosion Force 40 -> 50<br />
Salvo Homing ML<br />
Explosion Radius 80 -> 100<br />
Explosion Force 30 -> 50<br />
<br />
GL<br />
Explosion Radius 250 -> 500<br />
<br />
Added Bio Cannon<br />
Size -> 3<br />
Cost -> 80<br />
Research -> Biological Projectile<br />
Damage -> 80<br />
Speed -> 2700<br />
Gravity -> 0.7<br />
Heat -> 30<br />
Weight -> 100<br />
Cycle Time -> 5<br />
Clip Size -> 20<br />
Projectile Spread -> 1<br />
Heat To Target -> 10<br />
Explosion Radius -> 450<br />
Explosion Force -> 100<br />
Player Bio Damage -> 5<br />
Player Bio Time -> 15<br />
Player Bio Interval -> 1<br />
Vehicle Bio Damage -> 10<br />
Vehicle Bio Time -> 15<br />
Vehicle Bio Interval -> 1<br />
<br />
Added Fast ML<br />
Size -> 1<br />
Cost -> 50<br />
Research -> [none needed]<br />
Damage -> 40<br />
Speed -> 2400<br />
Heat -> 9<br />
Weight -> 40<br />
Cycle Time -> 1.8<br />
Total Ammo Clips -> 5<br />
Reload Time -> 3<br />
Projectile Spread -> 0.5<br />
Heat To Target -> 0.1<br />
Explosion Radius -> 100<br />
Explosion Force -> 50<br />
<br />
Added Light Salvo ML<br />
Size -> 1<br />
Cost -> 30<br />
Research -> Salvo Missile Launcher<br />
Damage -> 40<br />
Speed -> 1800<br />
Heat -> 6<br />
Weight -> 20<br />
Cycle Time -> -0.1<br />
Total Ammo Clips -> 12<br />
Reload Time -> 5.8<br />
Projectile Spread -> 1.5<br />
Heat To Target -> 0.1<br />
Explosion Radius -> 100<br />
Explosion Force -> 50<br />
<br />
Added Double ML<br />
Size -> 2<br />
Cost -> 60<br />
Research -> Multi Missile Launcher (Electrical Engineering)<br />
Damage -> 40<br />
Speed -> 2400<br />
Heat -> 3<br />
Weight -> 70<br />
Cycle Time -> -0.1<br />
Clip Size -> 2<br />
Total Ammo Clips -> 36<br />
Reload Time -> 1.3<br />
Projectile Spread -> 0.5<br />
Heat To Target -> 0.1<br />
Explosion Radius -> 100<br />
Explosion Force -> 50<br />
Added Triple ML<br />
Size -> 3<br />
Cost -> 80<br />
Research -> Multi Missile Launcher (Electrical Engineering)<br />
Damage -> 40<br />
Speed -> 2400<br />
Heat -> 3<br />
Weight -> 100<br />
Cycle Time -> -0.1<br />
Clip Size -> 3<br />
Total Ammo Clips -> 36<br />
Reload Time -> 1.2<br />
Projectile Spread -> 0.5<br />
Heat To Target -> 0.1<br />
Explosion Radius -> 100<br />
Explosion Force -> 50<br />
<br />
Vehicle Engines<br />
<br />
Antique Engine<br />
Name Antique -> Standard<br />
Description This old engine is slower and hotter than any other engine.<br />
-> This is the standard engine with inferior properties.<br />
<br />
Gas Turbine Engine<br />
Cost (APC) 20 -> 40<br />
Cost (non-APC chassis) 30 -> 40<br />
Weight 10 -> 20<br />
Max Speed -> +3<br />
Horsepower (APC) 1000 -> 1050<br />
Horsepower (non-APC chassis) 2000 -> 2500<br />
Stall On Heat 0.8 -> 0.9<br />
<br />
Added Compact Engine<br />
Cost -> 10<br />
Weight -> 5<br />
Research -> Compact Engine (Electrical Engineering)<br />
Stall on Heat -> 0.8<br />
Heat Stall Penalty -> 0<br />
All other parameters similar to Biodiesel engine.<br />
<br />
Vehicle Armor<br />
<br />
Paper Armor<br />
Name Paper -> Plain<br />
Description A paper mache coating that offers inferior protection.<br />
-> Plain armor offers inferior protection from damage.<br />
<br />
Vehicle Research<br />
<br />
Upgraded Missile Warhead 90 -> 60<br />
Budget Armor 120 -> 60<br />
Rail Gun 120 -> 90<br />
Advanced Semiconductor Research<br />
Parent -> Electrical Engineering<br />
Time -> 60<br />
Multi Missile Launcher<br />
Parent -> Advanced Semiconductor Research<br />
Time -> 90<br />
Compact Engine<br />
Parent -> Advanced Semiconductor Research<br />
Time -> 30<br />
<br />
Vehicle Chassis<br />
<br />
NF Jeep<br />
Reverted Handling to that of version 2.52.<br />
NF Medium Tank<br />
skidallowed 1 -> 0<br />
Sliding Friction 0.2 -> 5<br />
Braking Friction 0.6 -> 5<br />
NF Heavy Tank<br />
skidallowed 1 -> 0<br />
Sliding Friction 0.2 -> 5<br />
Braking Friction 0.6 -> 5<br />
NF Arty Tank<br />
skidallowed 1 -> 0<br />
Sliding Friction 0.2 -> 5<br />
Braking Friction 0.6 -> 5<br />
BE Medium Tank<br />
skidallowed 1 -> 0<br />
Sliding Friction 0.2 -> 5<br />
Braking Friction 0.6 -> 5<br />
BE Heavy Tank<br />
skidallowed 1 -> 0<br />
Sliding Friction 0.2 -> 5<br />
Braking Friction 0.6 -> 5<br />
BE Arty Tank<br />
skidallowed 1 -> 0<br />
Sliding Friction 0.2 -> 5<br />
Braking Friction 0.6 -> 5<br />
<br />
Building Changes<br />
<br />
Repair Pad<br />
cost 250 -> 150<br />
max health 175 -> 200<br />
starting health 25 -> 50<br />
MG Turrets<br />
turret turn speed level 1 125 -> 250<br />
turret turn speed level 3 375 -> 250<br />
ML Turrets<br />
Damage 50 -> 40<br />
turret rof level 1 5 -> 4<br />
turret rof level 2 3 -> 2.5<br />
turret rof level 3 2 -> 1.5<br />
turret turn missile level 1 1400 -> 1800<br />
turret turn missile level 2 1400 -> 1800<br />
turret turn missile level 3 1400 -> 1800<br />
<br />
Infantry Classes<br />
<br />
Rifleman<br />
Moved Explosive Grenade from slot 0 to slot 2<br />
<br />
Infantry Weapons<br />
<br />
Pistol 2<br />
CycleTime 0.20 -> 0.25<br />
ProneSpreadModifier 0.0075 -> 0.015<br />
StandingSpreadDecrement 0.05 -> 0.04<br />
StandingKick_X_FullSpread_Max 3 -> 4<br />
StandingKick_X_FullSpread_Min 2 -> 1<br />
StandingKick_X_NoSpread_Max 2 -> 3<br />
StandingKick_Y_FullSpread_Max 2 -> 5<br />
StandingKick_Y_FullSpread_Min 0.5 -> 0.3<br />
StandingKick_Y_NoSpread_Max 0.75 -> 3<br />
<br />
BE AR<br />
Damage 25 -> 35<br />
NF HR<br />
Falloffbase 0.65 -> 0.75<br />
SMG2<br />
StandingSpreadIncrement 0.007 -> 0.0175<br />
DuckingSpreadIncrement 0.005 -> 0.00625<br />
ProneSpreadIncrement 0.003 -> 0.00375<br />
Shotgun<br />
Bullets 32 -> 24<br />
StandingSpread 0.2 -> 0.15<br />
Ducking Spread 0.15 -> 0.11<br />
Prone Spread 0.10 -> 0.07<br />
StandingSpreadModifier 0.2 -> 0.15<br />
Ducking SpreadModifier 0.15 -> 0.11<br />
Prone SpreadModifier 0.10 -> 0.07<br />
<br />
Empires 2.52.5<br />
November 21, 2014<br />
<br />
---------------------<br />
Empires 2.52.5 Changes<br />
<br />
Changed<br />
<br />
Updated version of emp_glycencity<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
Plasma Cannon<br />
Damage 110 -> 95<br />
Heat 20 -> 15<br />
Cycle Time 3 -> 2.5<br />
Heat To Target 20 -> 15<br />
<br />
Vehicle Engines<br />
<br />
Fission (all chassis)<br />
Stall On Heat 0.9 -> 0.99<br />
Heat Stall Penalty 0.05 -> 0.1<br />
3 Phase (APC & LT)<br />
Weight 40 -> 30<br />
3 Phase (Med, Heavy & Arty)<br />
Weight 60 -> 50<br />
Antique (Heavy)<br />
Heat Dissipation 5 -> 7<br />
Gas Turbine (Heavy)<br />
Heat Dissipation 7 -> 9<br />
3 Phase (Heavy)<br />
Heat Dissipation 8 -> 11<br />
Fission (Heavy)<br />
Heat Dissipation 6 -> 8<br />
Bio Diesel (Heavy)<br />
Heat Dissipation 6 -> 8<br />
Advanced Coolant (Heavy)<br />
Heat Output At Max 10 -> 11<br />
Heat Dissipation 9 -> 13<br />
<br />
Building Changes<br />
<br />
ML Turrets (NF & BE)<br />
turret range level 1 3000 -> 5000<br />
turret range level 2 4000 -> 5000<br />
turret rof level 1 7 -> 5<br />
turret rof level 2 5 -> 3<br />
turret rof level 3 3 -> 2<br />
turret turn speed level 1 225 -> 350<br />
turret turn speed level 3 475 -> 350<br />
turret turn missile level 1 1000 -> 1400<br />
turret turn missile level 3 1800 -> 1400<br />
<br />
Infantry Weapons<br />
<br />
Pistol 2<br />
Falloffbase 0.9 -> 0.8<br />
Damage Heat Modifier 1.8 -> 1.5<br />
Damage Left Arm Modifier 0.7 -> 1<br />
Damage Right Arm Modifier 0.7 -> 1<br />
Damage Left Leg Modifier 0.7 -> 1<br />
Damage Right Leg Modifier 0.7 -> 1<br />
clip_size 6 -> 7<br />
Starting Ammo (all classes) 12 -> 14<br />
Max Ammo (all classes) 18 -> 21<br />
BE AR<br />
Damage 14 -> 25<br />
Bullets 5 -> 1<br />
Cycle Time 0.06 -> 0.055<br />
Falloffbase 0.65 -> 0.75<br />
Minimal Damage 1 -> 10<br />
Spread edited substantially.<br />
Kick edited such that kick at max spread equals kick at min spread.<br />
NF HR<br />
Minimal Damage 1 -> 3<br />
<br />
Empires 2.52.4<br />
November 16, 2014<br />
<br />
---------------------<br />
Empires 2.52.4 Changes<br />
<br />
Changed<br />
<br />
Players can now set their class while dead if they don't have one set already<br />
Players will now rejoin their previous team if they crash during a match (WIP)<br />
<br />
Fixed<br />
<br />
Fixed issues with armors being immune to most weapons and recent stability issues.<br />
Fixed tickets being off by one<br />
Fixed teamsound entity caching<br />
Fixed an issue with particles not fading from buildings<br />
Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51.<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
HE MG<br />
Damage 12 -> 14<br />
Explosuion Radius 120 -> 200<br />
Explosion Force 50 -> 100<br />
Guided Salvo ML<br />
Missile Range 4000 -> 5000<br />
Turning Ability 1.8 -> 6.0<br />
<br />
Vehicle Armor<br />
<br />
Composite Armor<br />
Regeneration 0.01 -> 0.0125<br />
<br />
Infantry Classes<br />
<br />
Rifleman<br />
Added Shotgun with 50% more starting ammo.<br />
Engineer<br />
Removed Shotgun<br />
Added Pistol2/Shotty Pistol<br />
Scout<br />
Added Pistol2/Shotty Pistol<br />
All Classes<br />
Switched Pistol1 and Pistol2<br />
<br />
Infantry Weapons<br />
<br />
BE AR<br />
CycleTime 0.03 -> 0.06<br />
BurstCycleTime 0.31 -> 0.22<br />
Crouching & prone spread decreased.<br />
NF HR<br />
Bullets 15 -> 10<br />
Spread edited to maintain pellet density at reduced pellet count.<br />
Crouching & prone spread decreased.<br />
SMG2<br />
clip_size 35 -> 30<br />
Falloff base 0.9 -> 0.8<br />
Minimal Damage 15 -> 5<br />
Changed ammo counts to match SMG1.<br />
Spread is much tighter for the first five shots.<br />
Shotgun<br />
Falloffbase 0.65 -> 0.60<br />
Jumping spread increased.<br />
<br />
<br />
Misc<br />
<br />
Script Comments were edited in vehicle_engines.txt<br />
<br />
Empires v2.52.3<br />
November 8, 2014<br />
<br />
---------------------<br />
Empires 2.52.2 Changes<br />
<br />
Changed<br />
<br />
Armor Speed-To-Damage is now calculated multiplicatively such that the bonus is equal to base_damage*(1+speed_to_damage*speed) instead of base_damage+speed_to_damage*speed.<br />
<br />
Fixed<br />
<br />
Surface properties in some buildings.<br />
<br />
Added <br />
<br />
New impact sounds for dirt/sand, concrete, wood, glass and metal.<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
Medium Chain Gun<br />
Heat 0.35 -> 0.45<br />
Falloff 1800 -> 1500<br />
HE MG<br />
Damage 24 -> 12<br />
Heat 5 -> 2<br />
Cycle Time 0.5 -> 0.4<br />
Clip Size 40 -> 25<br />
Total Ammo Clips 4 -> 6<br />
Reload Time 10 -> 5<br />
Projectile Spread 0.01 -> 0.015<br />
Standard ML<br />
Speed 1600 -> 1800<br />
Bio ML<br />
Heat 6 -> 18<br />
HIT Warhead<br />
Name -> Nuke<br />
HUD Name -> Nuke<br />
Description -> Nukes are hot, slow & heavy, but powerful against buildings.<br />
Heat 75 -> 85<br />
Clip Size 9 -> 10<br />
Reload Amount 3 -> 2<br />
Salvo ML<br />
Research Upgraded Missile Warhead -> Salvo Missile Launcher<br />
Improved Std CN<br />
Description -> An improved small caliber cannon that fires tank shells.<br />
<br />
Vehicle Armor<br />
<br />
Plain Armor<br />
Name -> Paper Armor<br />
Description -> A paper mache coating that offers inferior protection.<br />
Absorbant Armor<br />
Speed To Damage -0.01 -> -0.0002<br />
Composite Armor<br />
Speed To Damage -0.001 -> -0.00002<br />
Titanium 6AL-4V<br />
Name -> Command Vehicle Armor<br />
<br />
Vehicle Engines<br />
<br />
Standard Engine<br />
Name -> Antique Engine<br />
Description -> This old engine is slower and hotter than any other engine.<br />
3 Phase Engine<br />
Weight (APC & LT) 60 -> 40<br />
Stall On Heat (All) 0.7 -> 0.5<br />
<br />
Vehicle Chassis<br />
<br />
BE AFV<br />
Seat 1 Min Pitch 15 -> 20<br />
BE APC<br />
Seat 1 Min Pitch 15 -> 20<br />
BE Heavy Tank<br />
Seat 1 Min Pitch 8 -> 20<br />
BE Medium Tank<br />
Seat 1 Min Pitch 5 -> 20<br />
NF Heavy Tank<br />
Seat 1 Min Pitch 10 -> 20<br />
NF Light Tank<br />
Seat 1 Min Pitch 8 -> 15<br />
NF Medium Tank<br />
Seat 1 Min Pitch 8 -> 15<br />
Seat 1 Min Pitch Rear 5 -> 15<br />
<br />
Vehicle Research<br />
<br />
<br />
Improv. Det. Comp. 30 -> 60<br />
Upg GL 60 -> 30<br />
HE Cannon 90 -> 60<br />
Improv. Warhead Comp. 90 -> 60<br />
Added Chemistry/Improved Warhead Compounds/Salvo Missile Launcher<br />
Salvo ML -> 60<br />
Adv. Magnet Research 90 -> 60<br />
3 Phase 30 -> 60<br />
Tracking Systems 120 -> 60<br />
Homing ML 60 -> 90<br />
Guided ML 60 -> 90<br />
<br />
Infantry Classes<br />
<br />
Rifleman<br />
Added Explosive Grenade to Slot 0 (Pistol)<br />
<br />
Infantry Weapons<br />
<br />
BE AR<br />
Damage 7 -> 14<br />
Bullets 3 -> 5<br />
CycleTime 0.05 -> 0.03<br />
Falloff 2500 -> 2000<br />
Falloffbase 0.90 -> 0.65<br />
MinimalDamage 2 -> 1<br />
Damage Head Modifier 1.6 -> 1.5<br />
Damage Arm/Leg Mod. 0.7 -> 1<br />
BurstCycleTime 0.4 -> 0.31<br />
Spread & kick edited substantially<br />
BE HR<br />
Kick edited<br />
NF HR<br />
Damage 15 -> 8<br />
Bullets 3 -> 15<br />
CycleTime 0.18 -> 0.24<br />
Falloff 2500 -> 2000<br />
Falloffbase 1 -> 0.65<br />
MinimalDamage 10 -> 1<br />
Damage Head Modifier 1.6 -> 1.5<br />
Damage Arm/Leg Mod. 0.7 -> 1<br />
clip_size 15 -> 12<br />
Spread & kick edited substantially<br />
smg2<br />
Damage Head Modifier 1.4 -> 1.5<br />
Damage Arm/Leg Mod. 0.7 -> 1<br />
Spread & kick edited substantially<br />
Shotgun<br />
Damage 12 -> 30<br />
Bullets 16 -> 32<br />
Falloffbase 0.9 -> 0.65<br />
Minimal Damage 9 -> 1<br />
Damage Head Modifier 1.6 -> 1.5<br />
Damage Arm/Leg Mod. 0.7 -> 1<br />
Spread & kick edited substantially<br />
<br />
Empires v2.52.2<br />
October 21, 2014<br />
<br />
---------------------<br />
Empires 2.52.2 Changes<br />
<br />
Fixed<br />
<br />
Fixed issue with engine indices that made it harder to build vehicles<br />
Fixed issue with vehicle weapons on maps with automatically built vehicles<br />
Fixed issue with the explosion particle on Improved Standard Cannon<br />
<br />
Script Changes<br />
<br />
Vehicle Weapons<br />
<br />
Plasma Cannon<br />
Damage 100 -> 110<br />
Vehicle Bio Damage 2 -> 0<br />
Vehicle Bio Time 5 -> 0<br />
Vehicle Bio Interval 1 -> 0<br />
<br />
Empires v2.52.1<br />
October 18, 2014<br />
<br />
---------------------<br />
Empires 2.52.1 Changes<br />
<br />
Added<br />
<br />
Added emp_teamtext_pointentity and emp_teamsound_pointentity<br />
Added emp_filter_chassisname<br />
<br />
Fixed<br />
<br />
Fixed issue with stickybombs persisting<br />
Fixed an error causing @0 being printed instead of player coordinates in chat<br />
<br />
<br />
Script Changes<br />
<br />
Armor:<br />
<br />
"Damage To Heat Absorbed" set to 0 on all armors except where noted.<br />
"Bioweapon Damage Modifier" set to 1 on all armors except where noted.<br />
Plain Armor - <br />
Replaced "mild" with "inferior" in the description.<br />
Composite - <br />
Cost 25 -> 24<br />
Health 75 -> 80<br />
Regeneration 0.02 -> 0.01<br />
Speed To Damage Modifier 0 -> -0.001<br />
Reactive -<br />
InfantryMissileResist -0.2 -> 0<br />
Reflective -<br />
Weight 15 -> 18<br />
Cost 15 -> 18<br />
Health 70 -> 100<br />
Regenerative - <br />
Health 55 -> 60<br />
Regeneration 0.08 -> 0.1<br />
Absorbant - <br />
Replaced "armour" with "armor" in the description.<br />
Weight 10 -> 12<br />
Cost 5 -> 12<br />
Health 65 -> 60<br />
Speed To Damage Modifier -0.0075 -> -0.01<br />
Damage To Heat Absorbed -0.1 -> -0.3<br />
Titanium 6AL-4V<br />
Regeneration 0 -> 0.004<br />
Budget<br />
Description "Budget armor is light and cheap with no special traits."<br />
Weight 10<br />
Cost 5<br />
Research "Budget Armor"<br />
Health 60<br />
Regeneration 0<br />
Angle Modifier 0<br />
Speed To Damage Modifier 0<br />
Other parameters set similarly to existing armors.<br />
<br />
Vehicle Weapons:<br />
<br />
"Reload Amount" set to 5 for all cannons except where noted.<br />
Medium Chain Gun - <br />
Damage 33 -> 30<br />
Heat 0.6 -> 0.35<br />
Cycle Time 0.4 -> 0.3<br />
Clip Size 150 -> 250<br />
Reload Time 8 -> 6<br />
Projectile Spread 0.02 -> 0.03<br />
Plasma Machine Gun<br />
Damage 1 -> 4<br />
Heat 4 -> 2<br />
Total Ammo Clips 3 -> 4<br />
Reload Time 8 -> 3<br />
Projectile Spread 0.03 -> 0.04<br />
Heat To Target 5 -> 2<br />
Improved Standard Cannon<br />
All traits similar to Standard Cannon except where noted.<br />
Size 1 -> 2<br />
Speed 3000 -> 3300<br />
Heat 10 -> 8<br />
High Explosive Cannon<br />
Damage 65 -> 70<br />
Clip Size 24 -> 30<br />
Heat To Target 0.1 -> 6<br />
Plasma Cannon<br />
Damage 110 -> 100<br />
Heat To Target 10 -> 20<br />
Vehicle Bio Damage 0 -> 2<br />
Vehicle Bio Time 0 -> 5<br />
Vehicle Bio Interval 0 -> 1<br />
Rail Gun<br />
Heat 7 -> 6<br />
Clip Size 30 -> 60<br />
Heat To Target 0 -> 1<br />
BioML<br />
Damage 50 -> 40<br />
Salvo ML<br />
HUD Name "4x ML" -> "S/ML"<br />
Cost 55 -> 60<br />
Damage 35 -> 40<br />
Heat 4 -> 6<br />
Weight 50 -> 70<br />
Cycle Time -0.14 -> -0.1<br />
Clip Size 5 -> 6<br />
Total Ammo Clips 10 -> 12<br />
Reload Time 3.0 -> 8.4<br />
Projectile Spread 2.0 -> 1.5<br />
Salvo Guided ML<br />
HUD Name "4x G/ML" -> "SG/ML"<br />
Homing ML<br />
Damage 45 -> 40<br />
Speed 2500 -> 1800<br />
Heat 10 -> 9<br />
Cycle Time 1.0 -> 0.9<br />
Clip Size 6 -> 4<br />
Total Ammo Clips 6 -> 9<br />
Reload Time 6 -> 3<br />
Projectile Spread 1.0 -> 1.5<br />
Heat To Target 0.2 -> 0.1<br />
Salvo Homing ML<br />
Damage 50 -> 40<br />
Speed 1200 -> 1800<br />
Heat 4 -> 9<br />
Weight 70 -> 100<br />
Cycle Time -0.14 -> -0.1<br />
Heat To Target 0.2 -> 0.1<br />
GL<br />
Speed 800 -> 900<br />
Gravity 1.0 -> 0.9<br />
Heat 8 -> 12<br />
Cycle Time 3.0 -> 1.5<br />
Clip Size 8 -> 4<br />
Reload Time 10 -> 5<br />
Heat To Target 0.4 -> 1<br />
Explosion Force 100 -> 150<br />
UGL<br />
Damage 110 -> 120<br />
Clip Size 8 -> 6<br />
Total Ammo Clips 3 -> 6<br />
Reload Time 12 -> 6<br />
Heat To Target 0.3 -> 1<br />
<br />
Engines:<br />
<br />
Jeep Standard Engine <br />
Made similar to Jeep Gas Turbine Engine.<br />
Disabled other Jeep Engines.<br />
Fission Engine (all chassis)<br />
Heat Output At Max -8 -> -7<br />
Heat Output At Idle 6 -> 5<br />
Heat Dissipation 6 -> 6<br />
Heat Stall Penalty 0 -> 0.05<br />
3-Phase Engine (all chassis)<br />
Weight -> 60<br />
<br />
Research:<br />
<br />
Advanced Machining 120 -> 60<br />
Gas Turbine 90 -> 60 under Advanced Machining<br />
Budget Armor -> 120 under Advanced Machining<br />
<br />
Chassis:<br />
<br />
NF Jeep Handling was temporarily edited.<br />
<br />
Classes:<br />
<br />
Scout Rifle disabled.<br />
Explosive Grenade disabled.<br />
Concussion Grenade disabled.<br />
Smoke Grenade disabled.<br />
Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier.<br />
<br />
Infantry Resists:<br />
<br />
edited as follows​<br />
<br />
"MissileExplosiveResist" 55% for all classes.<br />
"InfantryMineResist" 40% for all classes.<br />
No additional scout resistances.<br />
No additional engineer resistances.<br />
10% resistances to everything else for rifleman.<br />
30% resistances to vehicle weapons and nothing else for grenadier.<br />
<br />
Infantry Weapons:<br />
<br />
BEAR <br />
Changed to 3-shot burst<br />
Spread & kick edited similarly to when BEAR was a burst weapon.<br />
NFHR<br />
Damage 40 -> 15<br />
Bullets 1 -> 3<br />
Minimum Damage 30 -> 10<br />
<br />
Empires v2.52<br />
September 28, 2014<br />
<br />
---------------------<br />
Empires 2.52 Changes<br />
<br />
Fixed:<br />
Fixed some refinery placement issues (in particular, the mid ref on emp_cyclopean)<br />
Fixed some exploits involving stickies<br />
Fixed infantry not taking bio damage<br />
Fixed another looping MG bug<br />
<br />
Modified<br />
emp_eastborough updated<br />
Concs now set the screen to light grey instead of blinding white<br />
<br />
Vehicle Scripts<br />
Armour:<br />
Composite - Weight 10 -> 12<br />
Absorbant - Weight 12 -> 10<br />
<br />
Weapons:<br />
HIT ML - Cycle Time 10 -> 12, Reload Time 12 -> 0, Total Ammo Clips 3 -> 0, Clip Size 3 -> 9, Reload Amount N/A -> 3<br />
Guided ML - Name "Guided ML" -> "Salvo Guided ML", Damage 70 -> 40, Cycle Time 1 -> -0.1, Reload Time 6 -> 8.5, Heat 7-> 6, Slots 2 -> 3, Total Ammo Clips 4 -> 9, Projectile Spread 1 -> 4.5, Heat To Target 0.2 -> 0.1, Weight 70 -> 100, Cost 75 -> 85<br />
Plasma Cannon - Damage 55 -> 110, Cycle time 1.5 -> 3, Gravity .425 -> .4125, Speed 2700 -> 3000, Projectile Spread 1.5 -> 1, Slots 2 ->3, Weight 70 -> 100, Cost 70 -> 80<br />
<br />
Research:<br />
Compo research time doubled.<br />
<br />
Infantry Scripts<br />
<br />
All classes' nuke resistance increased from 30-50% to 55%.<br />
BE SMG melee fixed.<br />
<br />
Empires v2.51<br />
June 22, 2014<br />
<br />
---------------------<br />
Empires 2.51 Changes<br />
<br />
Added:<br />
New briefing for emp_midbridge<br />
New flagpole models and flags in modles/props/flagpole<br />
New shotgun sounds for shotguns<br />
New death sounds<br />
New looped sounds for all standard non-specialized MGs<br />
New Explosion sounds for most Vehicle cannons (larger variety of explosions)<br />
Updated and expanded Vehicle cannon sounds<br />
Added emp_sv_forcespec, which if set to 1 will let players only join the Spectator team<br />
<br />
Fixed:<br />
Reviving suicided players no longer gives a point<br />
Fixed the game killing players when jumping into the side of a building<br />
Fixed the NF camera/radar models being used for the BE engineers' previews<br />
Fixed the binocular zoom exploit<br />
Fixed collisions<br />
Fixed the shotgun exploit<br />
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades<br />
emp_sv_wait_phase_time now properly updates dynamically<br />
Fixed players being able to launch slow RPG's<br />
Fixed certain instances of bouncing mortars<br />
Fixed circumventing emp_forceautoassign by using jointeam in console<br />
Fixed a rapid wall recycle exploit<br />
Fixed commanderless maps having their wait time start at map load<br />
Fixed engineers not getting rank bonuses<br />
Fixed sprays not working for some players<br />
Fixed the game saying "Press Attack to Spawn" while out of reinforcements<br />
Fixed view offset issues while spectating in first-person<br />
Fixed reflective issues on emp_chain and emp_bush<br />
Fixed holes in glycencity<br />
Fixed shotgun not being selected by default when spawning<br />
<br />
Modified<br />
Bio weapons no longer remove stamina from infantry<br />
Engineers now receive rank bonuses the moment they rank up<br />
Mines now check if they're floating and fall if they are<br />
Changed vehicle MG's to support looping sound files<br />
Changed the starting music to the BF1942 version<br />
Updated emp_money for HDR lighting and to fix an exploit<br />
Major visual update for emp_canyon<br />
Optimized emp_cyclopean<br />
Added more maps to the default mapcycle<br />
Slowed down the BE shotgun's melee speed<br />
<br />
Vehicle Scripts<br />
Armour:<br />
Reflective - HP 65 -> 70<br />
Absorbant - HP 60 -> 65<br />
<br />
Engines:<br />
3phase - Heat production while moving 3 -> 4<br />
<br />
Weapons:<br />
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15<br />
BioMG - Reload time 5 -> 10<br />
Std ML - Damage 50 -> 40<br />
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)<br />
Guided ML - Damage 60 -> 70<br />
<br />
Chassis:<br />
BE Jeep - Cost 35 -> 20<br />
NF Jeep - Cost 50 -> 25<br />
<br />
Infantry Scripts<br />
<br />
BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12<br />
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90<br />
BE/NF Shotgun - Cycle time 1.0 -> 0.7<br />
NFHR - Damage 35 -> 40<br />
<br />
Empires 2.5 RC1-RC4<br />
March 26, 2013<br />
<br />
---------------------<br />
Empires 2.5 Changes<br />
<br />
RC1<br />
<br />
Added:<br />
<br />
+ Ported to Source 2013 Engine (All launch problems resolved).<br />
+ Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed).<br />
+ Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type).<br />
+ Doing a melee attack whilst playing as infantry will interrupt reloading.<br />
+ Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle).<br />
+ Vehicle canons will now quickly reload whilst close to an ammo box/armoury/repair pad.<br />
+ Vehicle and armour damage gradually changes colour depending on damage levels.<br />
+ More controls have been bound by default for new players.<br />
+ New names and descriptions for infantry weapons.<br />
+ New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle).<br />
<br />
<br />
Fixed:<br />
<br />
* Fission Engine overheat bug.<br />
* Fixed some incorrect skill descriptions.<br />
* Fixed missing bushes on emp_midbridge.<br />
* emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start).<br />
<br />
Modified:<br />
<br />
/ Updated Empires quickstart guide and manual.<br />
/ Changed default scout skill from hide to enhanced senses to promote teamplay.<br />
/ Changed resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%)<br />
/ Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration.<br />
<br />
<br />
Script Changes:<br />
<br />
/ Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS*<br />
<br />
Vehicle Armour:<br />
<br />
/ Absorbant Armour: Cost 10 -> 5<br />
/ Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75<br />
/ Regenerative Armour: Regeneration 0.1 -> 0.08<br />
<br />
Vehicle Engines:<br />
<br />
/ 3phase Engine:<br />
Meds: Max Speed 50 -> 45<br />
Heavies/Artillery: Max Speed 45 -> 40<br />
All Vehicles: Passive Heat output while moving 2 -> 3<br />
<br />
/ Fission Engine:<br />
Fixed overheat bug<br />
<br />
/ Gas Turbine Engine:<br />
Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines." <br />
<br />
Vehicle Weapons:<br />
<br />
<br />
/ STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5<br />
/ CG: Damage 19 -> 22, Weight 60 -> 50<br />
/ MCG: Damage 29 -> 33<br />
/ HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40<br />
/ Standard Canon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4<br />
/ Extended Range Canon: Inertia 1.0 -> 0.5 <br />
/ High Explosive Canon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0 <br />
/ STD ML: Damage 40 -> 50<br />
/ UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7<br />
/ BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30<br />
/ Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5<br />
/ Guided ML: Damage 50 -> 60<br />
/ Salvo Homing: Damage 43 -> 50<br />
/ UGL: Clip Size 12 -> 8<br />
<br />
Vehicle Chassis:<br />
<br />
/ APC Base Cost: 50 -> 20<br />
/ APC Base Weight: 30 -> 10<br />
/ LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30<br />
/ LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10<br />
/ AFV: Base Cost 150 -> 100<br />
/ LT: Base Cost 200 -> 150<br />
/ NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200<br />
/ NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800<br />
<br />
RC2<br />
<br />
Added:<br />
<br />
+ Empires specific tray icon when game is minimised.<br />
+ Set up a default Gameconfig.txt file for using editing tools.<br />
+ Map briefing for emp_chain<br />
<br />
Fixed:<br />
<br />
* Exploit that allowed a commander to suicide and be revived at the place he died.<br />
* Ocassional crash / popup stating that an assert has been raised should be resolved.<br />
* "The word "selection" in the upper left of the Team Selection panel was cut off"<br />
* Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu).<br />
<br />
Modified:<br />
<br />
/ Increasing tickets on emp_arid by 50%<br />
/ More suitable configuration for new players (increased rate to remove lag in highly populated servers)<br />
<br />
RC3<br />
<br />
Added:<br />
<br />
+ Added shotguns as a weapon for the scout class.<br />
+ Readded quick start guide to game menus.<br />
+ Added a variety of error messages to allow users to see the reason that is preventing them from spawning.<br />
+ Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :))<br />
+ Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations.<br />
<br />
Fixed:<br />
<br />
* Players previously had to reselect spawn point if attempting to spawn whilst it was blocked.<br />
* Exploit that allowed players to block spawnpoints.<br />
* Drivers and passengers now exit on the correct side of the BE jeep.<br />
* BE APC had missing snow camouflage on its turret.<br />
* Fixed "Failed to find next rank title" error in console<br />
* (RC1) Black panel partially covering scoreboard.<br />
<br />
Modified:<br />
<br />
/ Players on the same team no longer collide.<br />
/ Building smoke has been moved to better places.<br />
/ Some modifications to crate models.<br />
/ Moved props around in BE barracks to more accurately reflect the collision model.<br />
/ Spawn error messages no longer disappear until the error is resolved.<br />
/ Experimental base swap feature reactivated.<br />
<br />
Script Changes: (RC 3.5)<br />
<br />
/Engineer: Now has Shotgun<br />
/Rifleman: Now has Ranged Rifle<br />
/All Sidearms: Melee Damage 50 -> 40<br />
/All Primaries (with melee): Melee Damage 50 -> 70<br />
/Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it.<br />
/BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60<br />
/NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80<br />
/NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60<br />
/Shotgun Pistol: Damage 12 -> 10<br />
/Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else.<br />
<br />
RC4<br />
<br />
Added:<br />
<br />
+ Added "mp_falldamage_amount", the amount of health lost from falling if mp_falldamage is set to 0<br />
+ Added a new command, "emp_eng_remove_walls", which will recycle all of an engineer's walls<br />
+ Added briefing for emp_urbanchaos<br />
+ Added new default server.cfg. This features many improvements over the old one.<br />
<br />
Fixed:<br />
<br />
* (RC3) Missing shotgun GUI icon when getting ammo from ammo box<br />
* (RC3) Missing shotgun kill icons<br />
* (RC3) BE rifleman can now use scoped rifle.<br />
* Several exploits on emp_slaughtered resolved.<br />
* Bio damage over time would prevent repair pads from repairing your tank<br />
* Another crash bug.<br />
* Some map briefing fixes<br />
* Fixed shiny pipes in sewers of district.<br />
* Resolved several console errors.<br />
<br />
Modified:<br />
<br />
/ Added 4 additional pellets to shotgun shells<br />
/ New version of emp_chain. (Better lighting, several buildings improved and other minor changes)<br />
/ New version of emp_bush. (Minor optimisations and slightly less intense HDR)<br />
/ Reduced health of jeeps (200->150), now dies in 4 ML turret hits instead of 5. Still survives 2 RPG/s mortars although is badly damaged.<br />
/ Reduced cost of jeeps by 10 resources for both teams<br />
<br />
Empires 2.41<br />
March 23, 2013<br />
<br />
---------------------<br />
Empires 2.41 Changes<br />
<br />
Added:<br />
<br />
+ Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip).<br />
+ Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu.<br />
+ Added new HTML based news panel.<br />
+ Added a splash screen to replace the launcher window on game start.<br />
+ Mappers can now place engineer cameras in their maps (only partially working, they need built when the map starts and nf cameras display the BE model.)<br />
+ New server command to instantly start sudden death: emp_sv_enable_sudden_death (1/0).<br />
<br />
Fixed:<br />
<br />
* Empires can now be launched if installed on a separate drive from Source SDK Base 2007 (using the Steam library feature).<br />
* Zoom-out effect when switching rifleman weapons after using ironsight zoom.<br />
* News panel in main screen could be duplicated when changing resolution.<br />
* Players health could be displayed as being below 0HP after they died.<br />
* Pacifist achievement could be gained by any player with 0 kills at the end of the round. It is now only awarded to the player with 0 kills and the highest points.<br />
* Multiple mortar shells can now be fired at once.<br />
* Bots can no longer earn achievements.<br />
* Northern Faction Heavy Machine Gun would drain stamina at the incorrect rate.<br />
* Mortar rounds could pass through Brenodi Empire Heavy tank at some angles.<br />
* Fixed issue where empires could fail to start on some computers with multiple steam accounts.<br />
* Map name label is now visible whilst in spectate.<br />
* Revive icons no longer appear in the sky for unspawned players when playing as revive engineer.<br />
* Fixed issue where wages may not update after building vehicles.<br />
* Sticky grenades can no longer damage friendly vehicles.<br />
* Wrong skills will no longer be shown in class menu.<br />
* When re-customising a vehicle using a repair pad your team no longer needs the resources for the full value of the tank. It now correctly requires only the value of the changes.<br />
* Highlight boxes when mousing over some selection boxes were too large.<br />
* Destroyed Northern Faction APCs now have the correct texture.<br />
* Missing rock and water textures on emp_slaughtered.<br />
* When maximum rank is reached (commander) the next rank (in class selection menu) will read max instead of always reading commander.<br />
* Engineers would not get second turret/camera after 4th rank.<br />
* Squad aura was still applied whilst squad leader was dead.<br />
* Bio weapon damage fixed. It was using the absolute world coordinates of the initial damage as the reference point to apply damage.<br />
* Requests for health/ammo/repairs should now be clearly visible on the minimap.<br />
* Fixed missing minimaps on emp_arid and emp_glycencity for some players.<br />
* APC's would still heal their occupants during sudden death.<br />
* Launcher will now exit even if user doesnt click ok in dialogue box / game exits unexpectedly.<br />
* Using imperial instead of metric units for speedometer (available in options menu) now persists after Empires has been restarted.<br />
* Selecting pistols could sometimes affect the selection of skills.<br />
<br />
Modified:<br />
<br />
/ Updated Empires manual.<br />
/ Updated emp_palmbay.<br />
/ Updated emp_bush.<br />
/ Updated emp_crossroads.<br />
/ Updated emp_escort.<br />
/ Updated emp_slaughtered.<br />
/ Lowered emp_streetsoffire resource rate by 50%.<br />
/ Increased tickets for emp_mvalley, emp_duststorm and emp_cyclopean.<br />
/ Tweaked opacity of water on emp_cyclopean.<br />
/ Improved lighting on some tree/bush models.<br />
/ Updated local 'Create Server' menu to say Empires 2.41 instead of 2.2 as the default server name.<br />
<br />
Script Changes:<br />
<br />
Research:<br />
<br />
Upgraded Grenades - Research time: 20 -> 60.<br />
<br />
Vehicle Armour:<br />
<br />
Reactive - HP: 100 -> 120.<br />
Composite - HP: 70 -> 80.<br />
<br />
Vehicle Engines:<br />
<br />
Fission - Max Speed: -5 mph to all chassis types.<br />
Fission - Moving Heat Dissipation: 12 -> 8.<br />
Coolant - Stationary Heat Dissipation: 9 -> 8.<br />
<br />
Vehicle Weapons:<br />
<br />
Rail Gun - Clip size: 25 -> 30.<br />
<br />
Vehicle Chassis:<br />
<br />
BE Heavy - Max Missile launchers: 2 -> 3.<br />
NF Heavy - Max Missile launchers: 3 -> 5.<br />
<br />
Infantry:<br />
<br />
BE/NF Pistol 1 - Falloff: 1500 -> 1000.<br />
NF Shotgun Pistol - Headshot modifier: 2.0 -> 1.6.<br />
BE Heavy Pistol - Damage: 55 -> 60.<br />
BE Heavy Pistol - Falloff: 600 -> 1000.<br />
BE Heavy Pistol - RoF: 0.25 -> 0.20.<br />
BE Heavy Pistol - Headshot Modifier: 2.0 -> 1.8.<br />
BE Heavy Pistol - Moving accuracy modifiers: Standing -~70%, Ducking -50%, Prone -50% (Not that you can shoot whilst moving prone anyway).<br />
NF Heavy Rifle - Damage: 32 -> 35.<br />
BE Assault Rifle - Damage: 25 -> 30.<br />
BE Assault Rifle - Spawn Mags: 3 -> 4.<br />
BE Assault Rifle - Max Mags: 6 -> 7.<br />
<br />
Removed:<br />
<br />
- Automatic spawn selection.<br />
<br />
<br />
Empires v2.4 (second Steam release)<br />
December 27, 2012<br />
<br />
---------------------<br />
Empires 2.4 Changes<br />
<br />
Added:<br />
<br />
+ Added 8 steam achievements.<br />
+ Single commander attack orders reimplemented.<br />
+ Improved orders.<br />
+ Ability to switch weapon group with mousewheel.<br />
+ Player names appear on corpses<br />
+ Engineers with revive now have a different colour icon on minimap.<br />
+ When dead, friendly Engineers with Revive have a green revive icon above their head.<br />
+ Diminishing returns on Refineries. (When controlling lots of refineries the return is non linear, should give losing teams a better chance to fight back)<br />
+ Attack orders targeting infantry now show delayed positions.<br />
+ Added version number to menu screen.<br />
+ Spawn point auto selection.<br />
+ Players now receive rank points for kill assists (will also tell you the name of the player that you assisted).<br />
+ Class loadouts are now saved for duration of map.<br />
+ Turret gibs (Turrets break apart after being destroyed).<br />
+ Game time counter now shown in HUD.<br />
+ Added ability for mappers to set custom CV freeze times on their maps (emp_sv_commander_freeze_time_override).<br />
+ Non squad leaders can now invite players to their squad.<br />
+ Can now leave squads by using the 'F' (popup) menu<br />
+ Can now accept squad invites by using the 'F' menu.<br />
+ Players wages are now saved after disconnection from a server (the same way that skill points are).<br />
+ Skills in empty skill slots are now automatically selected if the player doesnt choose any.<br />
+ If players dont select a squad they are now automatically assigned to one when they first spawn.<br />
+ Dead players will now have a revive icon above them when playing as engineer with revive skill.<br />
+ Engineers can now recycle vehicle carcasses with their repair tool for additional resources.<br />
+ Commander can now abort recycling of a building by pressing the recycle button again.<br />
+ Grenadier defusal skill now shows a defuse icon above enemy mines.<br />
+ Re enabled DirectX 8.<br />
+ Squad commands accessed from the 'F' menu can now be bound in the main controls menu.<br />
+ Many new particle effects.<br />
+ Added convars for setting seismic, HEMG, and DUMG damage multiplier against map buildables.<br />
+ Revive Engineers can now see the names of dead players.<br />
+ Added mine indicator icon for Grenadiers.<br />
+ Added new Brenodi Empire Heavy Tank model.<br />
+ Added new Brenodi Empire Heavy Pistol model.<br />
+ Added new Northern Faction APC model.<br />
+ Added emp_eastborough to official maps.<br />
+ Added emp_palmbay to official maps.<br />
+ Added emp_bush to official maps.<br />
+ Added emp_midbridge to official maps.<br />
+ Added emp_chain to official maps.<br />
+ Added emp_arid to official maps.<br />
+ Added new pine tree model.<br />
+ The game now updates the commander vote time if it's changed in-game (using the exsting emp_sv_vote_commander_time convar).<br />
+ New button in command view in the vehicle building screen. "Show me this Factory", centres view on the selected vehicle factory.<br />
+ Added news panel to main menu.<br />
+ Added link to forums in Message of the Day.<br />
<br />
Fixed:<br />
<br />
* Respawning in APC didn't fully change the loadout.<br />
* Enemy units sometimes appear in the wrong area of the mini-map.<br />
* emp_force_kill no longer prevents revive after respawning.<br />
* Buggy cancellation of attack orders on infantry.<br />
* Multiple selection for attack orders. (A box attack order now only selects one unit from the box for the order.)<br />
* Client-side mortar collisions.<br />
* Flag GUI not displaying on the first flag capture zone entered.<br />
* Health/stamina panel not appearing when in command vehicle.<br />
* Missiles no longer explode in NF light tank when fired to the right of the vehicle.<br />
* Fixed incorrect implementation of scout vehicle speed upgrade skill.<br />
* Designing a BE APC in the Vehicle Factory now shows correct side model view (AFV was shown before).<br />
* Lost Coast models and materials will now work correctly (instead of Error boxes).<br />
* Sudden death text at top of GUI no longer draws over number of tanks.<br />
* BE wall now spawns at same height as NF wall (allows them to be fired over by infantry).<br />
* Sabotaged turrets will no longer shoot at its hidden saboteur after being repaired.<br />
* Scouts hide skill will no longer hide them from their own teams minimap.<br />
* Smoke grenades in a vehicle factories build area no longer prevents the construction of vehicles.<br />
* Health upgrade skill can no longer upgrade health to max health + 1.<br />
* Vehicle camoflague textures now use significantly less video memory.<br />
* When an enemy changed sides their corpse could be revived and they would remain on your side. <br />
* Armour in vehicle factory build menu was the wrong length on some models.<br />
* Engineer build menu no longer has title "Class/Weapon selection".<br />
* When scout rifle was zoomed and weapon was changed with 'Q' there would be a strange zoom out effect each time you changed weapon as scout.<br />
* Target display has been raised so targets on players are no longer at their feet.<br />
* Skill bugs where skills could sometimes be selected but not working.<br />
* Commanders no longer get stuck in command view if they open the servers message of the day.<br />
* Can no longer see your name when looking directly up in spectator.<br />
* Several exploits that could be used to crash servers.<br />
* Armour no longer overlaps the vehicle factory vehicle customisation image for certain vehicles.<br />
* Can now pick up mines after being revived.<br />
* Can now enter command vehicle while its sliding down a hill.<br />
* Crosshair could disappear when playing as scout when looking at certain distances.<br />
* Vehicle heating could be applied by holding handbrake and forward or reverse buttons simultaneously.<br />
<br />
Modified:<br />
<br />
/ Instant Heal removes bio damage.<br />
/ Health crates don't give health in commanderless map Sudden Death.<br />
/ Players can't be revived in commanderless map Sudden Death.<br />
/ Players are moved to Spectator when dying in commanderless map Sudden Death.<br />
/ The green crosshair when pointing at friendlies now extends across further distances.<br />
/ Attack orders now expire depending on the position of the targeted unit.<br />
/ Autospotting by buildings modified to spot only after an enemy unit attacks the building.<br />
/ Changing emp_sv_commander_freeze_time now requires cheats to be enabled.<br />
/ If a player with less than 100 health gets health upgrade skill their health isn't automatically increased to 130HP.<br />
/ No longer need to join squads in order.<br />
/ Research is now free.<br />
/ Skill boundaries are now: 0/10/30/60.<br />
/ Players now have hard collisions.<br />
/ Reduced damage modifiers against map buildables for seismics and Depleted Uranium.<br />
/ Increased Engineer tool healing distance by 50%.<br />
/ Minimum value for spawn protection is now 0 seconds (server variable).<br />
/ Increased vehicle costs.<br />
/ Updated floor texture for Brenodi Empire Barracks.<br />
/ Show squad menu when joining a team.<br />
/ Minimum ammo box placement interval is now 60 seconds.<br />
/ Building sabotage Damage Over Time reduced by 75%.<br />
/ Vehicle weapons now have limited ammo again.<br />
/ Updated emp_canyon.<br />
/ Updated emp_glycencity.<br />
/ Updated emp_crossroads.<br />
/ Updated emp_urbanchaos.<br />
/ Updated emp_escort.<br />
/ Updated emp_slaughtered.<br />
/ Updated emp_money.<br />
/ Many balance changes. (These include, vehicle hull armour, engines and weapons, player weapons and walls among others) - These are far, far too numerous to write down individually. They'd end up with their own changelog if we did, so you'll just have to take our word for it that a lot has been done.<br />
/ Updated NF Jeep model to improve visibility<br />
<br />
Removed:<br />
<br />
- Ear ringing effect from explosions.<br />
- Autospot from buildings. Cameras and Radars still function as normal.<br />
<br />
Empires v2.4 (first Steam release)<br />
November 26, 2011<br />
<br />
---------------------<br />
Empires 2.4 Changes<br />
<br />
Added:<br />
New briefing for emp_midbridge<br />
New flagpole models and flags in modles/props/flagpole<br />
New shotgun sounds for shotguns<br />
New death sounds<br />
New looped sounds for all standard non-specialized MGs<br />
New Explosion sounds for most Vehicle cannons (larger variety of explosions)<br />
Updated and expanded Vehicle cannon sounds<br />
Added emp_sv_forcespec, which if set to 1 will let players only join the Spectator team<br />
<br />
Fixed:<br />
Reviving suicided players no longer gives a point<br />
Fixed the game killing players when jumping into the side of a building<br />
Fixed the NF camera/radar models being used for the BE engineers' previews<br />
Fixed the binocular zoom exploit<br />
Fixed collisions<br />
Fixed the shotgun exploit<br />
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades<br />
emp_sv_wait_phase_time now properly updates dynamically<br />
Fixed players being able to launch slow RPG's<br />
Fixed certain instances of bouncing mortars<br />
Fixed circumventing emp_forceautoassign by using jointeam in console<br />
Fixed a rapid wall recycle exploit<br />
Fixed commanderless maps having their wait time start at map load<br />
Fixed engineers not getting rank bonuses<br />
Fixed sprays not working for some players<br />
Fixed the game saying "Press Attack to Spawn" while out of reinforcements<br />
Fixed view offset issues while spectating in first-person<br />
Fixed reflective issues on emp_chain and emp_bush<br />
Fixed holes in glycencity<br />
Fixed shotgun not being selected by default when spawning<br />
<br />
Modified<br />
Bio weapons no longer remove stamina from infantry<br />
Engineers now receive rank bonuses the moment they rank up<br />
Mines now check if they're floating and fall if they are<br />
Changed vehicle MG's to support looping sound files<br />
Changed the starting music to the BF1942 version<br />
Updated emp_money for HDR lighting and to fix an exploit<br />
Major visual update for emp_canyon<br />
Optimized emp_cyclopean<br />
Added more maps to the default mapcycle<br />
Slowed down the BE shotgun's melee speed<br />
<br />
Vehicle Scripts<br />
Armour:<br />
Reflective - HP 65 -> 70<br />
Absorbant - HP 60 -> 65<br />
<br />
Engines:<br />
3phase - Heat production while moving 3 -> 4<br />
<br />
Weapons:<br />
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15<br />
BioMG - Reload time 5 -> 10<br />
Std ML - Damage 50 -> 40<br />
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)<br />
Guided ML - Damage 60 -> 70<br />
<br />
Chassis:<br />
BE Jeep - Cost 35 -> 20<br />
NF Jeep - Cost 50 -> 25<br />
<br />
Infantry Scripts<br />
<br />
BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12<br />
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90<br />
BE/NF Shotgun - Cycle time 1.0 -> 0.7<br />
NFHR - Damage 35 -> 40<br />
<br />
Empires v2.31<br />
February 22, 2011<br />
<br />
---------------------<br />
Empires 2.31 Changes<br />
<br />
Balancing Changes:<br />
<br />
Vehicles:<br />
<br />
+ HIT warhead damage vs composite increased 40%, damage vs Reactive, Regen & Absorbant increased 20%<br />
+ HEMG damage increased 15 -> 20, HEMG reload time decreased 16 -> 10<br />
+ HIT Warhead Heat increased 40 -> 75, HIT Warhead Heat to target decreased 50 -> 30<br />
+ Guided ML Damage decreased 70 -> 50, Guided ML reload time icnreased 3 -> 6<br />
+ Homing ML Damage decreased 75 -> 40, Homing ML fire rate decreased 2 -> 1, Homing ML reload time decreased 8 -> 6, Homing ML lock on range decreased 8000 -> 5000, Homing ML lock on time decreased 1 -> 0.5, Homing ML Turning ability decreased 6 -> 3<br />
+ Upgraded Homing ML removed<br />
+ Upgraded Guided ML removed<br />
+ Salvo Homing ML Reload time Decreased 6 -> 4, Salvo Homing ML range decreased 6000 -> 5000, Salvo Homing ML turning ability decreased 6 -> 3<br />
<br />
Infantry:<br />
<br />
+ Swapped BEHR and BEAR GUI positions around<br />
+ Grenadier armour resist reduced from 30% to 20%<br />
+ BEAR damage decreased 30 -> 25, BEAR ducking base spread decreased by 20%, BEAR moving spread increased 33%, BEAR standing maximum spread decreased 20%, BEAR crouched/prone recoil increased, BEAR standing/crouched/prone recovery increased<br />
+ BEHR damage decreased 35 -> 30, BEHR moving accuracy increased (considerably), BEHR crouched recoil increased (slightly), BEHR standing recovery increased 300%, BEHR Ironsight spread decreased, BEHR Ironsight kick decreased<br />
+ NFHR damage decreased 40 -> 30, NFHR falloff removed (will deal 30 damage at all ranges), NFHR standing max inaccuracy decreased, NFHR recoil decreased (considerably)<br />
+ NFAR damage decreased 35 -> 30, NFAR minimum damage decreased 20 -> 15, NFAR base accuracy decreased, NFAR moving accuracy increased (400%), NFAR standing recoil decreased, NFAR crouched/prone recoil increased, NFAR standing recovery increased<br />
<br />
Added:<br />
+ Basic stats sender on server.<br />
+ "Missing armor/engine" message in vehicle customization.<br />
+ Rank points for kill assists.<br />
+ Class loadouts are now saved for the duration of the game.<br />
<br />
Removed:<br />
+ Support for DirectX levels lower than 90.<br />
<br />
Modified:<br />
+ Revive icon now hovers above ragdoll instead of spot where player died.<br />
+ Vehicles can now have limited or unlimited ammo to experiment with higher-level weaponry having limited ammo and low-level weaponry having unlimited ammo.<br />
+ Walls, turrets and cameras are always recycleable.<br />
+ New dam area on emp_mvalley.<br />
+ New versions of Brenodi missile turrets level 1 and 2.<br />
<br />
Fixed:<br />
+ Unstuck not detecting collisions with the world.<br />
+ Spawn points blocked by teammates.<br />
+ Second seat view getting stuck.<br />
+ emp_cyclopean.<br />
+ emp_crossroads.<br />
<br />
Empires v2.30<br />
November 21, 2010<br />
<br />
---------------------<br />
Empires 2.30 Changes<br />
<br />
Balancing Changes:<br />
+ Changed RPG speed to 1500.<br />
+ Railgun clip size changed from 15 to 20.<br />
+ High Explosive Cannon heat changed from 15 to 13.<br />
+ Updated infantry weapons.<br />
+ BEHR and BEAR positions in class selection screen switched.<br />
+ Grenadier mine detection image replaced with Grenadier Armour.<br />
+ Grenadier Bullet resist 0.0 -> 0.3 (30% resist to bullets. 40 damage weapon does 28 to Grenadier, etc).<br />
+ Spawn ammo for Scout rifle 15 -> 10.<br />
+ Max ammo for BEAR 90 -> 80.<br />
+ Concussion Grenade timer 3 -> 4.<br />
+ Seismic Grenade timer 6 -> 5 (May or may not make a difference, timer may be hardcoded).<br />
+ HMG Damage 25 -> 30, HMG Falloff 1000 -> 1500.<br />
+ Mortar Damage 120 -> 130.<br />
+ Pistol 1 Damage 30 -> 28, Pistol 1 Minimal damage 23 -> 17, BE pistol clip size 15 -> 12 (NF pistol 1 was always 12).<br />
+ BE Pistol 2 Minimal Damage 30 -> 25.<br />
+ BEAR Minimal Damage 22 -> 22, BEAR DuckingSpreadMax 0.2 -> 0.3, BEAR ProneSpreadMax 0.1 -> 0.2, BEAR StandingSpreadIncrement 0.0050 -> 0.0055, BEAR DuckingSpreadIncrement 0.0040 -> 0.0045, BEAR ProneSPreadIncrement 0.0030 -> 0.0035, BEAR IronsightKick (Jumping, Standing, Ducking and Prone) 0.75 -> 0.5<br />
+ BEHR Damage 40 -> 35, BEHR Minimal damage 27 -> 20, BEHR StandingSpreadModifier 0.05 -> 0.025, BEHR StandingSpreadDecrement 0.05 -> 0.03, Kick vertically was lowered considerably, but I'd have to paste a tonne of values just to show I lowered it.<br />
+ Scout Rifle Falloff 8000 -> 6000 (This may or may not make any difference at all. If not, I'll lower it further next patch)<br />
+ RPG damage 120 -> 130.<br />
+ NFHR Damage 45 -> 40, NFHR Minimal Damage 30 -> 28, NFHR StandingSpreadModifier 0.1 -> 0.2, NFHR StandingSpread 0.005 -> 0.007, NFHR JumpingSpreadIncrement 0.01 -> 0.022, NFHR JumpingSpreadIncrement 0.008 -> 0.015, NFHR DuckingSpreadIncrement 0.006 -> 0.012, NFHR ProneSpreadIncrement 0.005 -> 0.01<br />
+ NFAR Falloff 2000 -> 1500, NFAR FalloffBase 0.9 -> 0.85, NFAR Minimal Damage 24 -> 20<br />
<br />
<br />
Added:<br />
+ Muzzle flash effects for cannons, missiles and artillery cannons.<br />
+ Draw distance set for most particles to 10k units.<br />
+ Sudden death on urbanchaos after 45 minutes.<br />
<br />
Removed:<br />
<br />
Modified:<br />
+ Allow building refineries near enemy walls.<br />
+ Restricted turrets during sudden death on maps without commander.<br />
+ Disabled healing and squad heal during sudden death on maps without commander.<br />
+ Sudden death causes ticket bleed that ends at 0 : 0.<br />
+ Lowered speed of vehicles going out of vehicle factory.<br />
+ Allow building vehicles when vehicle factory is restricted but there's enough wages to pay for vehicle.<br />
+ Doubled health regeneration from health regeneration skill.<br />
+ Increased stamina boost from stamina increase skill.<br />
+ Added tone mapping controller to: emp_crossroads, emp_cyclopean, emp_escort and emp_isle.<br />
+ Spawn protection is disabled after firing a weapon.<br />
<br />
Fixed:<br />
+ Server used wrong collision mask for unstuck check and teleported players that were not stuck.<br />
+ Armory placed in Hammer and not built at start had working ammo and health crates.<br />
+ Chat was reset during revive.<br />
+ Player heard "vehicle constructed" sound instead of the commander.<br />
+ Client vehicle machine gun firing each frame in prediction.<br />
+ Commander not visible in death messages for kills from turrets.<br />
+ Grenades sticking only to NF infantry.<br />
+ Vehicle spawner checking if chassis was researched when told not to.<br />
+ Ammo and health crates prediction bug.<br />
+ Semi-automatic weapons being dependent on player latency.<br />
+ Vehicles not being precached on map without command vehicle.<br />
<br />
Empires v2.29<br />
November 8, 2010<br />
<br />
---------------------<br />
Empires 2.29 Changes<br />
<br />
Balancing Changes:<br />
+ Research time for Mediums reduced by 60 seconds.<br />
+ Research time for Heavies increased by 90 seconds.<br />
+ Base cost of Heavies increased.<br />
+ Base cost of Mediums decreased.<br />
+ Base cost of Artillery decreased.<br />
+ Max weight of Artillery increased (+50).<br />
+ All vehicle weapon costs halved.<br />
+ Salvo Homing Launcher is now a 3 slot weapon. Reload time changed from 10 s to 6 s.<br />
+ CV armor heat to target 0.14 -> 0.05.<br />
+ Tracking systems (precursor to Salvo and Homing) research time/cost increased from 60/60 to 120/400 respectively.<br />
<br />
Added:<br />
+ Materials using parallax occlusion mapping.<br />
+ Custom vbsp.exe that is replacement for source2007/vbsp.exe for mappers that want to compile maps using LightmappedParallax.<br />
<br />
Removed:<br />
<br />
Modified:<br />
+ Reverted RPG speed to 1200.<br />
+ Updated particles.<br />
+ emp_escort<br />
- Added geometry to last flag, added back pathway from 2nd flag once BE caps.<br />
- Added pathway for BE at new tunnel on first flag.<br />
- Raised skybox so you can fire mortar upward in most sections of the map. <br />
- Added doors to the canal/tunnel on 4th flag that are opened when you build the bridges.<br />
- Reenabled level 3 turrets.<br />
- Brenodi starts with 1 million resources.<br />
+ emp_district402<br />
- Disabled bleed.<br />
- Enabled sudden death with no revive after 45 minutes.<br />
- Moved capture points to make defense at the back viable strategy.<br />
- Changed tickets to 150.<br />
+ emp_cyclopean<br />
- Shallowed water.<br />
- Fixed tree translucency.<br />
- New textures and new water included.<br />
- Flattened areas outside of main bases so barracks can fit.<br />
- Moved 1 of the center refineries.<br />
- Refineries start as built.<br />
+ Default values for cvars in server.cfg.<br />
+ Changed mortar reload animation rate from 27 FPS to 40 FPS.<br />
+ Can holster mortar at any time.<br />
+ Draw crosshair as red even hiding.<br />
+ Changed Brenodi chat color to closer to purple.<br />
+ Mortar shells don't collide with teammates.<br />
+ Disable revive and squad revive on non-commander maps when sudden death starts.<br />
+ Don't show scoreboard after game ends.<br />
+ Changed commander name color to show health of most damaged armor side and vehicle body.<br />
+ Removed stamina penalty for shooting scout rifle.<br />
+ Changed scout rifle clip size from 5 to 10.<br />
<br />
Fixed:<br />
+ Simplified parallax shader to avoid BSOD caused by fault in graphics card driver.<br />
+ Enemy commander hearing about vehicle construction.<br />
+ Fixed incorrect player collision mask used on ladder.<br />
+ Prediction bug causing non-smooth movement in spectator mode.<br />
+ Don't show "Spawn blocked" when another player stands on spawn point.<br />
<br />
Empires v2.28<br />
October 11, 2010<br />
<br />
---------------------<br />
Empires 2.28 Changes<br />
<br />
Balancing changes:<br />
+ Homing Salvo reload time 5 s -> 10 s.<br />
+ Rail Gun Clip size 40 -> 15 and reload time 2 s -> 7 s.<br />
+ Turret Level 2 and 3 research time 90 s and 90 s. <br />
+ Standard CG damage 24 -> 28, cycle time 0.025 s -> 0.05 s. weight 70 -> 60<br />
+ CV armor 250 -> 200, hull 2000 -> 1000.<br />
+ 10% faster RPG missiles.<br />
+ HE cannon heat 22 -> 15, Ranged cannon heat 11 -> 10.<br />
+ GML:Clip Size 4>5|heat 8>7<br />
+ UGML:heat 10>8|Clip Size 4>5 <br />
+ Modified infantry weapon scripts.<br />
<br />
Added:<br />
+ Parallax occlusiong mapping shader. Use VertexLitParallax or LightmappedGeneric. Brenodi jeep uses POM as a test.<br />
+ emp_sv_debug_build_vehicles allows building vehicles without VF.<br />
<br />
Removed:<br />
<br />
Modified:<br />
+ Don't allow making squads without forming previous squads (ie. can't create Bravo without someone creating Alpha first).<br />
+ Readded 9th mining.<br />
+ Changed automatic visibility on minimap:<br />
- infantry spots enemies within 5000 inches<br />
- infantry doesn't spot other infantry<br />
- buildings spot infantry within 1000 inches<br />
- buildings spot other enemies within 5000 inches (small buildings like MG turret don't spot)<br />
+ Moved viewpoint on Brenodi Medium tank to the back.<br />
+ Updated manual.<br />
+ Updated emp_escort.<br />
+ Updated emp_isle.<br />
<br />
Fixed:<br />
+ No warning about problem with finding commander armor.<br />
+ Memory corruption on server at level shutdown.<br />
<br />
Empires v2.27<br />
September 30, 2010<br />
<br />
---------------------<br />
Empires 2.27 Changes<br />
<br />
Added:<br />
+ Lua chat hooks.<br />
+ Lua traces and player messages.<br />
+ Commander can promote any member of squad to leader.<br />
<br />
Removed:<br />
+ Research initialization.<br />
<br />
Modified:<br />
+ Lowered latency effect on semiautomatic weapons.<br />
+ Changed Ranged Cannon cycle time to 1.5 s from 2.0 s.<br />
<br />
Fixed:<br />
+ Scout not being hidden on minimap.<br />
+ Team with no barracks was bleeding past last ticket end losing.<br />
+ Spawn protection enabled outside of barracks. Minimum time set to 1 s.<br />
+ Wages showing being visible to enemy.<br />
+ emp_canyon and emp_crossroads.<br />
+ slua_file not working on dedicated servers.<br />
<br />
<br />
Empires v.26 RC3<br />
September 25, 2010<br />
<br />
---------------------<br />
Empires 2.26 RC3 Changes<br />
<br />
Added:<br />
<br />
Removed:<br />
<br />
Modified:<br />
+ Scaled physics push for tanks driving out of vehicle factory to behave properly with different tickrates.<br />
+ Allow building artillery tank with 2 small artillery cannons.<br />
+ Changed vehicle cooling skill bonus from 25% to 15%.<br />
<br />
Fixed:<br />
+ Seismic grenade was always doing 100 additional damage.<br />
+ Fixed wrong ironsight accuracy modifiers.<br />
<br />
<br />
Empires v2.26 RC2<br />
September 24, 2010<br />
<br />
---------------------<br />
Empires 2.26 RC2 Changes<br />
<br />
Modified:<br />
+ Scouts with radar stealth are not visible on minimap.<br />
+ Scouts are not visible on minimap when hiding.<br />
<br />
Fixed:<br />
+ BE not seeing BE buildings.<br />
+ Building damage resists parsed improperly were set to 0.<br />
+ Updated vehicle presets to match modified armors.<br />
<br />
<br />
Empires v2.26 RC1<br />
September 23, 2010<br />
<br />
---------------------<br />
Empires 2.26 RC1 Changes<br />
<br />
Balancing Changes:<br />
+ Wages:<br />
x. Doing actions gains players "wage"<br />
x. Wage is a players personal res pool<br />
x. Wage is taken before team res while building a tank<br />
+ CV Engines Heat Output At Idle 1>0|Heat Output At Max 2>4<br />
<br />
+ Increased heat of all mgs:<br />
X. std mg 0.1>1<br />
X. bio mg 0.5>1.5<br />
X. 50 MG 0.2>0.8<br />
X. 50 HMG 0.2>0.8<br />
X. DU MG 0.5>1.5<br />
X. DU HMG 0.75>1.7<br />
X. Chaingun 0.3>0.35<br />
X. chain med 0.5>0.6<br />
X. HE MG 1>3.5<br />
X. Plasma MG untouched<br />
<br />
+ HIT:Force increased to 100,000<br />
+ Ranged Cannon: Damage 70 > 60 |Heat 14 > 11| Cycle time 1.5 > 2.0<br />
+ Plasma Cannon: Damage 30 > 55 |Heat 26 > 20| Heat to target 20 > 10<br />
+ Homing ML: Damage 70 > 75<br />
+ Upgraded Homing ML: Damage 85 > 90<br />
+ Salvo Homing ML: Damage 40 > 43<br />
+ Bio MG DoT Reduced by 1 per interval (6>5, functional DoT 90>75)<br />
<br />
+ Absorbant: HP from 55->60| speed to damage from -0.0075 to -0.008<br />
+ Reactive:Damage modifier from 0.9 to 0.8|hp from 70 to 65<br />
<br />
+ Changed repair values for all vehicles(except CVs)<br />
X. repair station hull repair from 25 to 15<br />
X. Engineer hull repair from 1 to 2<br />
X. repair station armor repair from .25 to 1<br />
X. Engineer armor repair from .1 to .05<br />
<br />
+ Improved Detonation Compounds: time 90 to 30<br />
+ Explosive Shells: Time 60 to 120<br />
+ lvl 2 turrets 90 sec > 45 sec<br />
+ lvl 3 turrets 120 sec> 90 sec<br />
+ regen armor 150 sec > 90 sec<br />
+ reactive armor 120 sec > 90 sec<br />
<br />
+ NF JEEP: increased cost by 5 (55->60)<br />
<br />
+ BE pistol2: Reduced falloff to 400(from 600) Reduced damage to 14(from 19). Removed burst<br />
+ Gren: Mine start ammo : From 5 to 4<br />
+ Scout: Smg2 ammo from 60 to 80 | Starting Smg2 ammo from 20 to 40<br />
<br />
+All buildings resists to mines to 0.9 (except engi camera/radar, walls and AF)<br />
<br />
+ Infantry resists:<br />
X. Scout|Mortar resist 0.1>0 Mine resist 0.10>0.11<br />
X. Rifle|Mortar resist 0>0.05 Mine resist 0.30>0.11<br />
X. Gren |Mortar resist unchanged Mine resist 0.15>0.11<br />
X. Engi |Mortar resist 0.1>0 Mine resist unchanged<br />
<br />
+Ticket Bleed of 1 per 60 seconds after a team loses all spawn points.<br />
<br />
+ Vehicle skills (speed, damage, cooling and armor) give 25% boost by default.<br />
+ Rifleman infantry damage skill gives 25% boost by default.<br />
<br />
Added:<br />
+ Support for empires entities to fade and have choices like parenting and have dynamic shadows etc.<br />
+ FGD with the correct vehicle spawner names and chassis (and number system)<br />
+ More Lua bindings and examples. Commands to run Lua code are slua_file and slua_string.<br />
+ Lua support for advanced research conditions (multiple prereqs, forks, etc)<br />
+ Coordinates in the voice status, changed position to not be obstructed by other gui elements.<br />
+ Slow ticket bleed if team has no spawn points (to trigger sudden death). emp_sv_norax_penalty_interval, default is 60.<br />
+ Promote to lead button for squads.<br />
+ Color coded vehicle count. Green means unrestricted vehicle factory.<br />
+ Client-side server bans. Malicious servers are manually added to it by developers.<br />
+ Metric/imperial option for speedometer<br />
+ Check for emp_info_params while starting the server. Should give proper error message.<br />
+ Show max vehicles on GUI<br />
+ Made rank points and titles scriptable.<br />
+ Support for ML impact particles<br />
+ Support for GL explosion particles<br />
<br />
Removed:<br />
+ Chassis-specific armors.<br />
+ Bits of Steamworks API.<br />
+ Attack orders. Functionality replaced by visibilty of enemy units on minimap.<br />
<br />
Modified<br />
+ Removed reloading of clips for vehicle weapons. Vehicle weapons have infinite amount of clips.<br />
+ Switched to LuaJIT.<br />
+ emp_sv_debug_instant_build is not a cheat.<br />
+ Minimum spawn protection changed to 3s.<br />
+ Removed AllocTempVector to check if it improves performance (potentially less locking).<br />
+ 2nd skill gets activated after getting 10 rank points.<br />
+ Empty's Particle Patch 1<br />
+ The detail overlay on canyon cliffs.<br />
+ The detail overlay on the canyon rock models.<br />
<br />
Fixed:<br />
+ Crash in vehicle spawner.<br />
+ Weapon X and Y kick were using same random stream.<br />
+ Grenade launcher particles.<br />
+ Double damage from hitting turret.<br />
+ Server checks for semiautomatic weapon. Fixes exploit.<br />
+ Duplicate network variables for grenades.<br />
+ Prediction errors related to stamina.<br />
+ Vehicle spawner not ignoring research when specified.<br />
+ Slow weapon lookup from scripts.<br />
+ Prediction error related to zoom not being run on client.<br />
+ Player collisions with teammates.<br />
+ Bots not respawning.<br />
+ Melee not triggering lag compensation.<br />
+ Hilltop texture in canyon<br />
+ GL nuke particles.<br />
<br />
<br />
Empires v2.25b<br />
April 29, 2010<br />
<br />
----------------------<br />
Empires 2.25b Changes<br />
<br />
Balancing changes:<br />
+ Fission reactor 90 s -> 60 s<br />
+ Chemistry 90 s -> 60 s<br />
+ Improved Heat Transfer Fluids 90 s -> 60 s<br />
+ Advanced Coolant Engine 120 s -> 90 s<br />
+ Mechanical Engineering 90 s -> 60 s<br />
+ Upgraded Chassis 90 s -> 60 s<br />
+ Medium Tank Chassis 120 s -> 90 s<br />
+ Gas Turbine Engine 150 s -> 120 s<br />
+ Electrical Engineering 90 s -> 60 s<br />
+ 3 Phase Engine 60 s -> 30 s<br />
+ Biology 90 s -> 60 s<br />
+ Regen armor 180 s -> 150 s<br />
+ Reactive 150 s -> 120 s<br />
<br />
+ Standard MG damage 40 -> 30<br />
+ Medium .50 cal damage 50 -> 40<br />
+ Heavy .50 cal damage 60 -> 50<br />
+ Chain gun damage 24 -> 16<br />
+ Medium chain gun 32 -> 35<br />
<br />
+ RPG missile damage 105 -> 120<br />
<br />
Removed:<br />
+ White flash when firing cannon or missile launcher.<br />
+ Outdated map-specific config files.<br />
<br />
Modified:<br />
+ Optimized particle effects.<br />
+ Steam avatar is now used as voice chat icon.<br />
+ Disabled pushing away from other players.<br />
+ Resource amount on emp_streetsoffire changed to 75% of current value.<br />
+ emp_sv_refinery_multiplier 3 -> 10 on emp_escort.<br />
<br />
Fixed:<br />
+ Fixed crash when drawing crosshair.<br />
+ Fixed crash when using vehicle factory from commander view.<br />
+ Fixed crash when creating engineer kit sparks.<br />
+ Fixed engineer sparks created multiple times per frame on client.<br />
+ Tickets used are saved for reconnecting players.<br />
+ Fixed exploit where player could skip delays between bursts.<br />
+ Player could select weapons not belonging to his class/team.<br />
<br />
<br />
Empires v2.25a<br />
April 18, 2010<br />
<br />
----------------------<br />
Empires 2.25a Changes<br />
<br />
Modified:<br />
+ 3 phase APC engine horsepower set to 1050 from 5000.<br />
+ Used SSE2 for all server and client binaries.<br />
+ Reflective armor's damage reduction is cut off at 50% and depends linearly on angle between missile direction and surface normal.<br />
<br />
Fixed:<br />
+ Fixed crash when player didn't have one of weapon choices filled in.<br />
+ Fixed crash on NULL activator in vehicle spawner.<br />
<br />
<br />
Empires v2.25<br />
April 14, 2010<br />
<br />
----------------------<br />
Empires 2.25 Changes<br />
<br />
Added:<br />
+ Spectators can now see the names and health of nearby players when spectating.<br />
+ Hint system.<br />
+ Speedometer.<br />
+ emp_forceautoassign<br />
+ emp_scrambleteams<br />
+ Map entities swappable between teams, via a console setting.<br />
+ Autorespawn support for emp_vehicle_spawner. You can still spawn as many vehicles as you like, but only the most recent will respawn on its destruction.<br />
+ Sabotage support for map buildables.<br />
+ Steamworks API.<br />
+ Chat escape sequences %_r and %_R for research and research time respectively.<br />
+ Skins (camouflage) for vehicles.<br />
+ Unbuilt and sabotaged building effects.<br />
+ Chassis-specific self-destruct timers for vehicles.<br />
+ More weapon variables like turning speed, explosion force, etc can be changed in the scripts.<br />
+ Made grenade timer, damage and explosion radius scriptable.<br />
+ Made heal and repair amount for the engy tool scriptable.<br />
+ Custom particles appear on a vehicle when it dies.<br />
+ Implemented scriptable VGUI skills and weapons for the classes.<br />
+ emp_sv_lua_from file displays Lua error messages now.<br />
+ Per map particle manifests.<br />
+ Particle support for all grenades.<br />
+ Particles for vehicle weapons.<br />
+ Show current research in hud.<br />
+ Color in commander name dependent on health.<br />
+ Cvar to show damage done to tanks in number.<br />
+ Added a console command to dump all the active sound names.<br />
+ Static crosshair with hud_dynamicrosshair 0.<br />
<br />
Modified:<br />
+ Map skybox raised for commander view and standardized squad artillery.<br />
+ emp_canyon: Reworked with textures and added rain.<br />
+ emp_district402: Added back way into NF 3rd flag.<br />
+ emp_duststorm: Reworked with textures and effects.<br />
+ emp_isle: Retextured, replaced old palm trees and added 2 new ladder in NW.<br />
+ emp_glycencity: Retextured and tweaked to allow acceptable HDR, new snow blending effect.<br />
+ CV hull health is 2000, CV armor plate health is 250.<br />
+ Soft collisions: player doesn't collide with teammates but instead is slowly pushed away.<br />
+ Optimized bandwidth used by dumb missiles and shells.<br />
+ Optimized CPU time used by tanks.<br />
+ Scout sabotage changed from damage type to setting health directly.<br />
+ Chat window now always has a slightly grey background.<br />
+ Sabotage damage to 4hp every 3 seconds.<br />
+ The amount of ammo a class gets at spawn is now scriptable.<br />
+ Grenadier can now carry 12 rockets (gets 8 at spawn). He also gets 5 mines at spawn (max is still 8).<br />
+ When spotting enemy armor, it will now name the actual chassis of the vehicle instead of just "armor".<br />
+ Restrict skid sounds to play only if handbrake is pressed.<br />
+ Limit horns to a time interval, rather than 4 times per map.<br />
+ Game music volume is now set by volume slider in options.<br />
+ First spawn does not take any tickets.<br />
+ Bots follow your view angles in vehicles.<br />
+ Ambient Sound Lengths are no longer hardcoded.<br />
+ Changed the dropdown-box for vehicle weapons to buttons.<br />
+ Enable APC spawns from the start.<br />
+ Disabled green background in mortar HUD.<br />
+ Scoreboard now shows the classes of all players after the game ends.<br />
+ Player now always sees the chassis indicator for tanks of the same team.<br />
+ Moved heat capacity from chassis to engine.<br />
+ Each commander has his own engine now.<br />
+ Increased the amount of particles that can be sent through the TE system to 4096.<br />
+ Increased the max engineer walls to 30. Full walls now cost 3 of this limit, 1/3 walls cost 1.<br />
+ Fixed an issue with commander ML turrets not doing damage when you built them and then changed team.<br />
+ Made the vehicle preset dropdown bigger so you can write more in it.<br />
+ Precache all vehicle models on maps where commander exists.<br />
+ Dead people can talk with alive people.<br />
+ Teammates are not blinded by concussion grenades.<br />
+ Projectiles (grenades) go through friendly players.<br />
<br />
Fixed:<br />
+ emp_streetsoffire: Fixed crash.<br />
+ Changing infantry weapons as vehicle passenger works again.<br />
+ Invalid chat escape sequences are printed back to chat.<br />
+ Particle tracers no longer spout off attachment error.<br />
+ Chat window hides when nothing to read.<br />
+ Crash in spectator.<br />
+ Crash with the vehicle spawner.<br />
+ Calculator amount doesn't get reset on suicide.<br />
+ Can now destroy buildables that have never been healed (issue with solid on spawn).<br />
+ Fixed issue with sabotage triggered outputs.<br />
+ Stats saving after a client disconnect.<br />
+ Passenger could control tank.<br />
+ Removed unnecessary (un)parenting when getting attachments.<br />
+ Multiplayer tonemapping fixes.<br />
+ Unbuilt walls not taking damage.<br />
+ Fixed bug where player sees mortar shells from a grenadier staying inside his model.<br />
+ Fix showing default tracer instead of weapon-specific for vehicle MGs.<br />
+ Scout rifle cycle time matches animation.<br />
+ Effective turn rate of missiles depending on tick rate.<br />
+ Resources given from refineries with output greater than 1 weren't scaled properly.<br />
+ Incorrect starting point for weapon tracer.<br />
+ Scout silencer not working.<br />
</pre><br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Map:con_glycencity&diff=9517Map:con glycencity2019-01-25T16:15:00Z<p>Deantwo: /* Unit and Infantry Tactics */ Fixed link.</p>
<hr />
<div>{{Sitenav|[[Maps]] > emp_glycencity}}<br />
[[Image:Emp glycencity.jpg|thumb|right|250px|Minimap of Emp_Glycencity]]<br />
==General Map Information==<br />
The [[Brenodi Empire]] has taken over Glycen City and set up an ICA division to assimilate the Jekotian city into the empire. The [[Northern Faction]] must gather a rebellion in the city to thwart their attempts, or the city will fall into the Empire's hands.<br />
<br />
Glycen City is a conquest type map with five flags, and allows vehicles to be constructed from a pre-built [[Vehicle Factory]].<br />
[[Image:Emp_glycencity0000.jpg|thumb|250px|Ingame screenshot]]<br />
==Objectives and Conditions==<br />
This map utilizes a "Push" style of gameplay for both factions, which means that both teams must capture [[Capture Point|flags]] in sequence (i.e. flags cannot be "skipped"), while protecting their already captured flags. Once a flag is captured by one team the other team can re-capture it. Each flag opens up spawn point which is located ahead of the previous flag, thus allowing slow progression.<br />
<br />
Both teams start off with 150 tickets. As always, one ticket is subtracted from the teams' score for every soldier that respawns. If a team loses all their tickets or flags, they lose.<br />
<br />
==Squad Level Tactics==<br />
<br />
The irreplaceable [[Vehicle Factory|vehicle factories]] are your most important asset in this map; defending them is absolutely crucial. If you lose your vehicle factory, then it is supremely difficult to take new flags without an [[APC]], and you will not have the benefit of tank support. Some teams have seen success by assigning a person to permanently guard their factory, to ensure that it is not lost.<br />
<br />
It can also be worth parking an APC near your vehicle factory, as it is a 20 second walk from the closest permanent spawn point. This not only saves time for people seeking to construct vehicles, but also proves useful when falling back quickly in order to defend this vital structure from the enemy.<br />
<br />
==Unit and Infantry Tactics==<br />
There are many opportunities for flanking in and around this map, so watch out for side-streets or obscured routes that you could use to sneak up on the enemy. Equally, keep an eye out in all directions in order to avoid being flanked yourself.<br />
<br />
Hidden [[scout]]s can be particularly effective on this map, mainly due to the combination of shadowy hiding places and well-travelled routes such as doorways around the center flag. The simplest way to avoid becoming the victim of an easy head-shot is to keep moving. Even when re-supplying, step from side to side in order to throw off the enemy's sights. If the enemy team is employing sniper tactics, and you still have a working [[Vehicle Factory|vehicle factory]], be sure to use tanks for transport and cover as much as possible.<br />
<br />
==Points of Interest==<br />
There are several "mini-flags" scattered throughout the map, each gives a small amount of resources. You will have more resources for tanks if you control more flags.<br />
<br />
[[Category:Maps|emp_glycencity]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.9.x&diff=9516Version/2.9.x2019-01-25T16:13:33Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>'''Script version: Battery'''<br />
<br />
== Version 2.9.0 ==<br />
''Initial release: August 13, 2016''<br />
<br />
=== Features ===<br />
* Linux client and server, including easy installation using LGSM<br />
* Building upgrades are now split into their own script definitions which allows values to be overridden when a building upgrades. For example turret damage can now be set when it is upgraded.<br />
* Removed various code restrictions that meant only turrets could be upgraded. This means that new building upgrade definitions are now a possibility.<br />
* Maximum carcass health is now defined in scripts, defaults to vehicle health.<br />
* Concussion grenades re-added.<br />
* Resource income now displays total income from all captured refineries and flags without using averaging; this should make it easier to notice when your income changes without random fluctuations. Resource deductions will display as and when they occur.<br />
* Resources and wages will now display as rounded figures. This helps to make sure all the information stays visible without overlapping or going off-screen.<br />
* Removed hardcoded layout for hud ammo indicator.<br />
* Standing near an unbuilt refinery point shows a hint that you have to move away.<br />
<br />
=== Bugfixes ===<br />
* Made walls placable in Hammer.<br />
* Fixed the bug causing players to spawn in Barracks facing East; players will now spawn facing the nearest exit.<br />
* Fixed a bug where an engineer could place small walls even though they hit their limit.<br />
* Fixed persistent wall ghosts when holstering engineer tool.<br />
* Fixed a bug where the start position of a wall would be the map origin, meaning players would be unable to place a wall until they right clicked.<br />
* Engineer recycling no longer gives more resources when recycling without repair upgrade.<br />
* Turrets upgrade instantly after turret upgrade research.<br />
* Fixed scout class being named assault at the end of a round.<br />
* Removed unused emp_sv_refinery_interval cvar.<br />
* Made default class on start of game engineer instead of scout.<br />
* Fixed guard order drawing outline with an extra side.<br />
* Fixed gui images becoming blurry on low graphics settings.<br />
* Intro video has been fixed.<br />
* Hints should no longer show when inside a vehicle; destroyed vehicles show their own hint.<br />
* Engineer buildables no longer block building placement for commander.<br />
* Fixed news panel in menu.<br />
<br />
=== Non-code changes ===<br />
* Added emp_money_2016 with prebuilt walls on the entrances.<br />
* Fixed third flag on emp_escort giving Brenodi reinforcements multiple times.<br />
* Added ocean water material for use in mapping.<br />
* Improved NF jeep VGUI images.<br />
* Hud style updated.<br />
* Updated some collisions for old Brenodi props.<br />
<br />
=== Script changes ===<br />
<pre><br />
NF SMG3<br />
Damage 40->38<br />
MinimalDamage 30->28<br />
<br />
StandingSpreadMax 0.3->0.25<br />
DuckingSpreadMax 0.2->0.17<br />
ProneSpreadMax 0.2->0.14<br />
<br />
StandingSpreadIncrement 0.009->0.0082<br />
DuckingSpreadIncrement 0.006->00055<br />
ProneSpreadIncrement 0.005->0.0046<br />
<br />
Sticky Grenade<br />
Damage 150->175<br />
<br />
Commander vehicle<br />
InfantryStickyResist 0->0.25<br />
<br />
Advanced Coolant Engine<br />
Heat Output At Max<br />
6->5 for AFV/LT<br />
7->6 for Medium<br />
6->5 for Heavy<br />
<br />
GL<br />
Gravity 1->0.92<br />
Cycle time 3->2.5<br />
Total Ammo Clips 2->4<br />
Reload Time 10->6<br />
UGL<br />
Gravity 0.9->0.88<br />
Total Ammo Clips 3->4<br />
Reload Time 12->8<br />
<br />
Bio MG<br />
Vehicle Bio Damage 3->4<br />
<br />
Plasma MG<br />
Damage 4->5<br />
Cycle time 0.4->0.35<br />
Heat to Target 1.6->1.8<br />
<br />
HEMG<br />
Projectile Spread 0.015->0.025<br />
DUMG & DUHMG<br />
Projectile Spread 0.03->0.02<br />
<br />
Guided ML<br />
Heat 7->7.5<br />
Cycle Time 1.0->1.2<br />
Reload Time 6.0->5.5<br />
<br />
Salvo ML<br />
Weight 50->60<br />
<br />
Plasma CN<br />
Heat 20->15<br />
Heat to Target 10->7<br />
Explosion Radius 350->325<br />
<br />
Artillery tank<br />
Base cost 1000->775<br />
<br />
180mm arty cannon<br />
Gravity 0.7->0.55<br />
203mm arty cannon<br />
Speed 1800->1900<br />
Gravity 0.6->0.57<br />
<br />
Scout<br />
Ranged arty resist 0->0.1<br />
Other arties resist 0->0.15<br />
Rifleman<br />
Other arties resist 0.1->0.15<br />
Grenadier<br />
Other arties resist 0.3->0.4<br />
Engineer<br />
Ranged arty resist 0->0.1<br />
Other arties resist 0->0.15<br />
<br />
Capacitive Armor<br />
Damage To Heat Absorbed 0.06->0.045<br />
<br />
Regenerative Armor<br />
Health 70->72<br />
<br />
Deflective armor<br />
Health 72->75<br />
Angle Modifier 0.95->0.88<br />
<br />
Absorbant Armor<br />
Health 66->67<br />
Speed to Damage Modifier -0.00011->-0.000112<br />
Bio Modifier 0.3->0.45<br />
<br />
NF Heavy Rifle<br />
Clipsize 12->10<br />
</pre><br />
<br />
== Version 2.9.1 ==<br />
''Initial release: August 13, 2016''<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug where turrets were counted toward building limit, not turret limit.<br />
<br />
== Version 2.9.2 ==<br />
''Initial release: August 14, 2016''<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug where small walls were using the large walls collisions for vehicles.<br />
<br />
== Version 2.9.3 ==<br />
''Initial release: August 16, 2016''<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug caused by the previous patch. - Turrets were not colliding with vehicles.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.21.x&diff=9515Version/2.21.x2019-01-25T16:13:23Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== 2.21.2 ==<br />
=== Bugfixes ===<br />
* Fixed map not showing up after joining a game.<br />
<br />
=== Scripts ===<br />
* Changed the maximum [[Total XP]] you can gain before modifiers to 50.<br />
<br />
=== Effects ===<br />
* Tweaked bullet tracers to improve visibility of shots you fire.<br />
* Optimised custom impact effects<br />
* NF Rifle muzzleflashes are slightly smaller<br />
* Removed sparks from most muzzleflashes<br />
<br />
== 2.21.1 ==<br />
<br />
=== Features ===<br />
* Unassigned players and players that can no longer spawn now cycle through map overview entities.<br />
* New team selection menu.<br />
* Switching teams during the game now reduces the amount of [[Total XP]] you gain.<br />
<br />
=== Bugfixes ===<br />
* [[Total XP]] Rank description is now more descriptive.<br />
<br />
=== Map changes ===<br />
<br />
==== Palmbay ====<br />
* Waves no longer collide with vehicles.<br />
* Lowered floating prop in B5.<br />
* Significantly reduced bloom scale.<br />
** The map should no longer be blinding.<br />
<br />
=== Scripts ===<br />
* Scout rifles have better zoom.<br />
* Scout rifles of BE and NF now have equal zoom.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.20.x&diff=9514Version/2.20.x2019-01-25T16:13:12Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== 2.20.2 ==<br />
''Release: 2019-01-19''<br />
=== Features ===<br />
* Servers now switch maps if no players join within [[Console commands|emp_sv_inactivity_timeout]] seconds.<br />
* Added an indication of how many players have less [[Total XP]] than you.<br />
<br />
=== Bugfixes ===<br />
* SteamID parsing is slightly less strict to allow newer steamids to be used when using [[Console commands|emp_admin_add]].<br />
* Fixed issue where server.cfg wasn't executed after a map switch.<br />
<br />
=== Scripts ===<br />
* Removed [https://git.empiresmod.com/empires_public/empires_scripts/merge_requests/77 Melee Upgrade]<br />
<br />
== 2.20.1 ==<br />
''Release: 2019-01-18''<br />
=== Features ===<br />
* Added [[NPC|NPCs]] to [[Map:con_urbanchaos|con_urbanchaos]].<br />
* Added [[Map:con_urbanchaos|con_urbanchaos]] to lobby rotation.<br />
* Added unique muzzleflashes for all infantry weapons.<br />
* Added support for [[Dedicated_Server_Setup|mappacks package]].<br />
* Moved default config files to vpk.<br />
* You now gain [[Total XP]] when playing on public servers.<br />
<br />
=== Bugfixes ===<br />
* Made door motion detectors on [[Map:con_glycencity|con_glycencity]] also respond to [[NPC|NPCs]].<br />
* Fixed navmesh issue on [[Map:con_glycencity|con_glycencity]].<br />
* Fixed missing PBR files<br />
<br />
=== Scripts ===<br />
* Artillery Tank Base Cost 775->725 <br />
* 9mm pistol<br />
** Damage 19->20<br />
** FalloffEnd 10000->7000<br />
* Guided ML Heat 7.5->8<br />
* TOW Guided ML Heat 8.5->9<br />
* Salvo Homing ML Heat 4->7<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.19.x&diff=9513Version/2.19.x2019-01-25T16:13:00Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== 2.19.1 ==<br />
=== Features ===<br />
* Bullet riccochet is now slightly less deterministic.<br />
* Added experimental [[PBR]] shader.<br />
* Added new animations to the NF SMG3.<br />
* Increased default cubemap size.<br />
* Added [[NPC|NPCs]] to [[Map:con_glycencity|con_glycencity]].<br />
* Added [[Map:con_glycencity|con_glycencity]] to lobby rotation.<br />
* Navmesh generation is now slightly better.<br />
* [[NPC|NPCs]] now remove navmesh links if they can't make the jump required.<br />
* [[NPC|NPCs]] no longer shoot at players inside tanks.<br />
* [[NPC|NPCs]] now take revenge if they get shot.<br />
<br />
=== Bugfixes ===<br />
* NPCs can now capture flags even if there are no players on their team.<br />
* NPCs should be better at jumping off / on ledges.<br />
* Fixed performance issue in VRAD.<br />
* Fixed issue where buildings would not show up on the minimap sometimes.<br />
* Various small bugfixes.<br />
* Fixed startup delay of [[Map:emp_isle|emp_isle]]<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.18.x&diff=9512Version/2.18.x2019-01-25T16:12:49Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== 2.18.2 ==<br />
=== Bugfixes ===<br />
* Fixed some issues with missing models on Linux.<br />
* Made SourceTV more usable.<br />
* Crashfixes.<br />
* Menu resume button now resumes instead of opening help.<br />
<br />
== 2.18.1 ==<br />
=== Features ===<br />
* Updated main menu.<br />
* Game now directly joins the lobby on startup.<br />
<br />
=== Map changes ===<br />
<br />
==== Isle ====<br />
<br />
* Increased starting health of bridges <br />
** 500 for smaller ones, 750 for north and south ones<br />
** Increased repair modifier, drastically increasing build/repair efficiency<br />
* Fixed incorrect position of northwestern bridge<br />
* Fix for palm trees having no collisions<br />
* Fixed damage brushes in the water having no visual representation of damage<br />
<br />
=== Bugfixes ===<br />
* Disabled intro video to compensate for increased startup time due to joining lobby.<br />
* Fixed NPC crash.<br />
* Fixed crash when capturing flags.<br />
* Fixed vehicle customization screen counting wages twice.<br />
* Fixed shell explosions not playing the right sound.<br />
* Fixed flags always requiring only one person to capture.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.17.x&diff=9511Version/2.17.x2019-01-25T16:12:40Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== Version 2.17.4 ==<br />
''Release: 2018-11-01''<br />
<br />
=== Bugfix ===<br />
* Small client performance improvements<br />
* Fix issue with lobby redirects<br />
* Set multithreaded rendering to off for people with a windows AMD driver.<br />
* Fix broken emp_params `InputGetBEResources` input.<br />
* Small fixes to sourcetv spectating.<br />
* Added missing fgd description for repair brush.<br />
* Navmesh fixes for con_district402<br />
<br />
== Version 2.17.3 ==<br />
''Release: 2018-10-29''<br />
<br />
=== Features ===<br />
* Added cubemaps script to help with correctly building cubemaps.<br />
* Added [[Bots_and_NPCs|NPCs]] on con_district402.<br />
* Added -nonews startup parameter to suppress the news panel<br />
* Added checks to ensure Player's selection of class and weapons before spawning<br />
* Added checks to always display spawn point selection map at first team join<br />
<br />
=== Bugfix ===<br />
* Bugfixes for some crashes.<br />
* Improved net configuration to prevent choke and net buffer overflows.<br />
* Fix for vehicles using infantry weapons sounds.<br />
* Fixed issue with tutorial entity.<br />
* Tutorial bots are now only available in the tutorial maps.<br />
<br />
== Version 2.17.2 ==<br />
''Release: 2018-10-17''<br />
<br />
=== Features ===<br />
* Shooting an [[Bots_and_NPCs|NPC]] now gives you points.<br />
<br />
=== Scripts ===<br />
* Deflective armor is slightly buffed.<br />
** Changed Bioweapon Damage Modifier from 0.85 to 0.75.<br />
* APC grenade launcher is slightly buffed.<br />
** Changed Weight from 40 to 30.<br />
** Changed Cycle Time from 2.5 to 2.<br />
** Changed Clip Size from 8 to 10.<br />
** Changed Total Ammo Clips from 4 to 5.<br />
** Changed Explosion Radius from 250 to 300.<br />
<br />
== Version 2.17.1 ==<br />
''Release: 2018-10-15''<br />
<br />
=== Features ===<br />
* Enabled new engine impact effects.<br />
* Added scripts to add bot spawners on the crosshair location (`exec imp_npcs`, `exec nf_npcs`).<br />
* Lobby now automatically redirects to the correct server instead of asking for confirmation.<br />
* Buildings and tanks now have a ricochet effect if shooting at them is ineffective.<br />
* Players now always spawn facing the front of the barracks.<br />
* Added vehicle script reloading commands.<br />
* Tutorial bot spawner has an input that can disable / enable it.<br />
* Added tutorial trigger entity.<br />
<br />
=== Bugfixes ===<br />
* Fixed a crash that could occur when showing the class selection window.<br />
* Fixed a crash in displaying death notices.<br />
* Fixed a crash with refineries without resource nodes.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.16.x&diff=9510Version/2.16.x2019-01-25T16:12:30Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== Version 2.16.4 ==<br />
''Release: 2018-10-12''<br />
<br />
=== Bugfixes ===<br />
* Fixed broken flags<br />
<br />
== Version 2.16.3 ==<br />
''Release: 2018-10-12''<br />
<br />
=== Bugfixes ===<br />
* Fix minimap not loading when downloaded from a server.<br />
* Extend menu flag edge to surround the (english) text.<br />
* Set default r_hunkalloclightmaps to 0 to allow overfull maps to keep working.<br />
<br />
== Version 2.16.2 ==<br />
''Release: 2018-10-11''<br />
<br />
=== Bugfixes ===<br />
* Made menu more readable with white backgrounds.<br />
* Fixed issue with missile turrets not being able to hit other turrets.<br />
* Fixed server downloads going to hl2mp folder instead of empires folder.<br />
* Changed health bar to show a bit more health when not dead.<br />
* Added higher default rate parameter for clients to reduce netbuffer overflows.<br />
* Changed custom game menu button caption.<br />
* Flags no longer affect tickets or resources before the game starts.<br />
<br />
== Version 2.16.1 ==<br />
''Release: 2018-10-9''<br />
=== Features ===<br />
* Added default [[Console_commands | chatbinds]].<br />
* Added death notifications for players killed by bots.<br />
* Added fractional accounting of resource income.<br />
* Added automatic management of HDR, should be disabled on legacy maps and enabled by default on newer maps.<br />
** If you don't like the bloom, please add 'mat_bloom_scalefactor 0.1' or 'mat_bloom_scalefactor 0' in your empires/cfg/autoexec.cfg file.<br />
** Added command to disable HDR manager 'cl_disable_hdr_manager'<br />
* Improved NPCs:<br />
**Turrets now shoot bots as well.<br />
**Bots try to avoid areas where bots previously lost health.<br />
**Bots now try to heal if near a health crate and seriously hit.<br />
**Bots sometimes (1% of the time) go to a random flag instead of the next one.<br />
**Bot pathfinding is now slightly random causing bots to spread out a bit if possible.<br />
**Bots can now use ladders.<br />
**Bots should be better at estimating jumps.<br />
**Bots now pick a point within 128 units of a flag origin instead of all trying to bunch up on the origin.<br />
**Bots try to crouch while shooting if they can still hit the enemy that way.<br />
**Some bots are now 'defensive' and will guard the flags the enemy will be attacking next.<br />
**NPC makers should now count as navmesh seed points.<br />
**Bots should now sometimes pick flags that aren't the closest.<br />
* Added quickplay lobby.<br />
* Added default / bind for askconnect_accept<br />
* Pressing use on a damaged building as an engineer will now switch you to your engineer kit.<br />
* Added `sv_workshop_required` [[List_of_Server_Cvars | convar]] for servers to let clients download workshop items before connecting.<br />
* Vehicles now have a constant physics weight to make handling independent of the weapon loadout.<br />
* New main menu layout.<br />
* Vehicles now slide the correct way when handbraking.<br />
* Migrated to a newer version of the source engine.<br />
* Added default bind for askconnect_accept to allow players to be redirected from servers.<br />
* Files downloaded from servers will now be stored in a separate folder.<br />
* Added -nonews startup parameter that hides the news panel.<br />
<br />
=== Bugfixes ===<br />
* Fixed linux issue with control settings panel.<br />
* Cleanup of cappoints system.<br />
* Removed broken shownewclasspanel command.<br />
* MLs should aim slightly above the ground now.<br />
* Tweaked commander health display to more accurately display how close the commander is to death.<br />
* Fixed health HUD element not displaying when spectating a player.<br />
* Fixed a bug where you could be revived with weapons that weren't for your class.<br />
* Fixed squad artillery shells not spawning.<br />
* Prevent sporadic client crash with loadout saving.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.15.x&diff=9509Version/2.15.x2019-01-25T16:12:20Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== 2.15.11 ==<br />
''Release: 2018-10-05''<br />
=== Bugfixes ===<br />
* Fixed issue with mismatched server and client files.<br />
<br />
== 2.15.10 ==<br />
''Release: 2018-10-02''<br />
=== Bugfixes ===<br />
* Rank point increases are normal again.<br />
* ML turrets now aim at the correct spot on the repair pad.<br />
<br />
== 2.15.9 ==<br />
=== Bugfixes ===<br />
* Fixed a very rare situation where engineer charge could go below zero.<br />
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.<br />
* Fixed the first revive of the game giving players all their ammo back.<br />
* Fixed issue with vbsp.exe resulting in broken cubemaps.<br />
<br />
=== Features ===<br />
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.<br />
* Allow sprinting in water again, but only if the player isn't completely submerged.<br />
* Added a cvar to control e-repair speed: '''emp_sv_player_erepair_speed'''<br />
* Added a cvar to control how much health a player has after being revived: '''emp_sv_player_revive_health_penalty'''<br />
* Added a cvar to control how much stamina a player has after being revived: '''emp_sv_player_revive_stamina_penalty'''<br />
<br />
=== Model changes ===<br />
* Added homing_beacon attachments to both repair station models.<br />
* Tweaked collisions on NF Armory to fix the parts you could walk into.<br />
<br />
=== Balance changes ===<br />
* e-repair speed lowered from 200 health units per minute to '''150'''<br />
<br />
=== Map changes ===<br />
* Fixed cubemaps on various maps<br />
** Coast<br />
** Crossroads<br />
** Cyclopean<br />
** District 402<br />
** Duststorm<br />
** Glycen City<br />
** Mvalley<br />
** Palmbay<br />
** Streets of Fire<br />
** Urban Chaos<br />
<br />
==== Coast ====<br />
* Clipped off a potential stuck spot south of NF main<br />
* Behind the scenes optimisation<br />
** vvis time down from just under 30 minutes to under 2 minutes<br />
<br />
==== Crossroads ====<br />
* Fixed reflections on tower roofs<br />
<br />
==== Escort ====<br />
* Updated with a forgotten yet newer version<br />
<br />
==== Glycen City ====<br />
* Updated to misplaced, newer version<br />
* Fixed final flag for each team not appearing on the minimap<br />
<br />
==== Mvalley ====<br />
* Fixed exploit where players could get under the concrete bridge leading to BE main<br />
* Fixed exploit where players could drop from dam refinery building roof into its window<br />
* Disabled placement of engineer walls inside dam refinery building and near its northern exits<br />
* Adjusted several misaligned textures around dam<br />
** Should you find more, do report them<br />
<br />
==== Streets of Fire ====<br />
* Clipped off exploit points around BE main<br />
* Plain glass windows are now breakable<br />
* Disabled shadows on trees<br />
** Their shadows caused visual issues<br />
* Lighting adjustments in NW and tunnels<br />
* Behind the scenes optimisation<br />
** vvis time below 20 minutes!<br />
<br />
=== Script changes ===<br />
* Modified vehicle presets<br />
** Default presets for basic vehicles contain default items, making them buildable without any customizing<br />
** Added several extra presets for every vehicle<br />
<br />
== 2.15.8 ==<br />
=== Features ===<br />
* Spanish translation by Joy<br />
<br />
=== Bugfixes ===<br />
* Fixed trailing '1' after research completion message.<br />
* Reinstated stamina and health bars for players inside vehicles<br />
<br />
=== Map changes ===<br />
<br />
==== Coast ====<br />
* Added AI navigation mesh<br />
* Changed amount of players required to capture the flag from 1 to 2<br />
* Fixed incorrect shadow near middle<br />
* Fixed broken cubemap near the southeastern refinery<br />
* Minor behind the scenes optimisation<br />
<br />
==== Cyclopean ====<br />
* Brightened LDR lighting<br />
<br />
==== Duststorm ====<br />
* Adjusted fog to not blind at long range<br />
* Tweaked tonemap controller<br />
<br />
==== Streets of Fire ====<br />
* Tweaked shadows - trees and other tall objects should now have them<br />
* Fixed elevator in B5<br />
* Disabled ladders leading to rooftops near main bases<br />
* Unified render distance for foliage along the A2-D2 street<br />
* Minor behind the scenes optimisation<br />
<br />
== 2.15.7 ==<br />
=== Bugfixes ===<br />
* Fixed issue which crashed the linux dedicated server on startup<br />
<br />
== 2.15.6 ==<br />
=== Features ===<br />
* Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over.<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing<br />
* Fixed missing localization strings in the research menu<br />
* Fixed railgun being automatically researched<br />
* Fixed a bug with buildings trying to block parts of the nav-mesh before it was loaded<br />
<br />
=== Map changes ===<br />
<br />
''' Crossroads '''<br />
* Moved rock cluster near western NF checkpoint to make driving a little easier<br />
* Disabled Engineer restrict brushes in middle<br />
* Re-allowed all Engineer buildables<br />
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings<br />
* Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within<br />
* Generated a navigation mesh for AI<br />
* Replaced some complex brush-based details with Propper-made models<br />
** Railing section above NF main (called railing01)<br />
** Pipe section from middle's eastern and western building (called pipe_large02)<br />
<br />
== 2.15.5 ==<br />
=== Bugfixes ===<br />
* Fixed pipe_large01 model preventing maps with it from compiling<br />
<br />
=== Map changes ===<br />
<br />
''' Crossroads '''<br />
* Minor graphical improvements<br />
* Sewed misaligned displacements near the eastern and western buildings<br />
** Should prevent edge case scenarios getting players stuck while traversing<br />
* Reinstated missing railing section in NF main<br />
* Added player clips to northern and southern buildings <br />
** Smoother stair traversal should make for easier shooting<br />
* Fixed NF western checkpoint's ramp logic<br />
** Ramps should no longer hover above the ground<br />
* Added vehicle clips to potholes around the map<br />
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled<br />
* Added rocks blocking vehicle access to walkways along checkpoints<br />
<br />
<br />
== Version 2.15.4 ==<br />
=== Bugfixes ===<br />
* Fixed translation issue with unresearched tech<br />
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.<br />
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.<br />
<br />
== Version 2.15.3 ==<br />
=== Bugfixes ===<br />
* Fixed armor translations<br />
* Fixed engine translations<br />
<br />
=== Features ===<br />
* [[Bots_and_NPCs | NPCs]]<br />
<br />
== Version 2.15.2 ==<br />
=== Features ===<br />
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])<br />
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])<br />
<br />
=== Changes ===<br />
<br />
* mp_chattime increased from 20 to 45 <br />
* Modified mapcycle.txt to better suit low population games<br />
* Updated maplist.txt to contain all working maps<br />
<br />
=== Bugfixes ===<br />
* Added background to stamina(sprint) bar.<br />
* Fixed issue with squadlead.cfg not executing when receiving squadlead.<br />
* Fixed issues with translations.<br />
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.<br />
* Fixed issues with hitting players in vehicles.<br />
<br />
=== Map changes ===<br />
<br />
''' Crossroads '''<br />
* Removed building restricts from main base walls<br />
<br />
''' Cyclopean '''<br />
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner<br />
* Tweaked displacements and their textures in NW<br />
* Raised commander restrict brushes on main base walls to allow turret placement<br />
* Modified shadow_control entity to improve shadows<br />
<br />
''' District 402 '''<br />
* Adjusted some player clip ramps to ensure all stairs have smooth traversal<br />
* Moved overlays on a building in D7 so that they are not in between two different surfaces<br />
<br />
''' Glycen City '''<br />
* Reduced tickets to 3000 for each side<br />
* Fixed incorrect door entity origins that prevented the map from compiling<br />
* Minor behind the scenes optimisation <br />
<br />
''' Mvalley '''<br />
* Removed comm_restrict brushes from dam ramps<br />
* Raised map border grid to the top of the skybox so that commanders see it too<br />
* Increased resource income for main base refineries to 2x<br />
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them<br />
* Modified shadow_control entity to improve shadows<br />
<br />
''' Palmbay '''<br />
* Re-enabled props inside the shack in middle<br />
* Re-enabled tonemap controller <br />
** This should make the map more bearable in HDR<br />
<br />
''' Streets of Fire '''<br />
* Behind the scenes optimisation<br />
** Compile time down from 8+ hours to 2 hours<br />
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map <br />
* Disabled easter egg<br />
* Normalised refinery income - all refineries generate 2 resources per second<br />
* Lowered trees in the central park to no longer float<br />
* Tweaked shadow_control entity<br />
** Please report any and all shadow issues you come across<br />
<br />
''' Urbanchaos '''<br />
* Lowered floating crates at BE 1st flag<br />
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag<br />
* Shrunk the size of 1st NF flag to not extend past the crates in the west<br />
* Modified shadow_control entity to give more accurate shadows<br />
<br />
== Version 2.15.1 ==<br />
<br />
<br />
=== Features ===<br />
* Improved weapon descriptions<br />
* Update to research item descriptions<br />
* Artillery now uses lag predicted shells<br />
* Packed files into vpks for faster disk access<br />
* Changed falloff system to be easier to tweak<br />
* Made a lot of strings translatable.<br />
* Added sv_pure support for most assets.<br />
*Added research item translation strings (name and descriptions, this means the following are now translatable)<br />
**Plasma-Resistant Shell Coating<br />
**Dedicated Plasma Cannon<br />
**Projectile Physics<br />
**Aerodynamic Shells<br />
**Heavy-Duty Ranged Cannon<br />
**Thermobaric Shells<br />
**Thermobaric Cannon<br />
**Expanded Missile Launcher<br />
**Heavy-Duty Missile Warhead<br />
**Enhanced Grenadier Missiles<br />
**Mobile Industrial Electromagnets<br />
**Overcharged Railgun <br />
**Enhanced Homing AI<br />
**Upgraded Homing Missiles<br />
**Guiding Signal Boosters<br />
**TOW GUided Missiles<br />
**Incubator Missiles<br />
**Virulent Warhead<br />
**Biological Cannon<br />
**Incubator Tanks<br />
**Virulent Shells<br />
<br />
*Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)<br />
**Research Index<br />
**Superheated Material Physics<br />
**Nuclear Fission<br />
**Fission Reactor<br />
**Deflective Armor<br />
**High Explosive Grenades<br />
**High Explosive Shells<br />
**Improved Warhead Compounds<br />
**Upgraded Missile Warhead<br />
**Absorbant Armor<br />
**Mechanical Engineering<br />
**Upgraded Chassis<br />
**Advanced Chassis<br />
**Advanced Machining<br />
**Composite Armor<br />
**Electrical Engineering<br />
**Advanced Magnet Research<br />
**3 Phase Electric Motor<br />
**Capacitive Armor<br />
**Reactive Armor<br />
**Tracking Systems<br />
**Upgraded Turrets Lvl 2<br />
**Upgraded Turrets Lvl 3<br />
**Regenerative Armor<br />
**Biological Weaponry<br />
**Biological Projectile<br />
*Added emp_ungrief [[Console_commands | command]]<br />
<br />
=== Bugfixes ===<br />
* Fixed crash on exit<br />
* Fixed shells no longer highlighting when using artillery feedback<br />
* Fixed engineer kit ammo dropping below zero.<br />
<br />
=== Map Changes ===<br />
* '''Cyclopean:'''<br />
** Adjusted displacements around NW<br />
*** This removes a visual 'leak' under the southern NW refinery<br />
*** This makes it slightly easier to get up on the hill in the southeastern corner of NW<br />
** Adjusted displacements in city<br />
*** This prevents climbing an unintuitively climbable area in the southeastern corner<br />
** Fixed skybox fog density <br />
*** It's no longer a wall of grey until you get very close to a map border<br />
** Fixed displacement sticking through terrain in BE main<br />
*** Kudos to anyone else who noticed that one<br />
** Fixed displacements sticking through terrain in NF main<br />
** Fixed an exploit where you could climb a hill into the NF main<br />
** Fixed (some) textures being needlessly rendered in northwest<br />
*** If you find any others, post on the forums and they will be fixed<br />
** Adjusted displacements around the southern bridge to prevent seeing under the map<br />
** New 2D skybox<br />
** New lighting<br />
*** Please report any lighting issues you notice<br />
** New fog<br />
<br />
* '''District402:'''<br />
** Preparing the map for AI players:<br />
*** Broadened staircase to BE 4th flag<br />
*** Slightly tweaked detail crates near BE 1st and 3rd flag<br />
*** Moved BE resupply boxes at BE 3rd flag<br />
*** Slightly moved poles near NF 1st and 4th flag<br />
*** Added [disabled] bot spawners<br />
** Behind the scenes optimisation efforts<br />
** Fixed exploit where BE 2nd flag could be captured from outside its building<br />
** Added automatic attack/move targets that indicate the current objective<br />
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing<br />
<br />
* '''Mvalley:'''<br />
** Added a border grid akin to duststorm to better visualise the edge of the map<br />
** Added a missing commander restrict brush on BE's dam ramp<br />
<br />
* '''Urbanchaos:'''<br />
** Decompiled to get editable source files<br />
*** This might have caused unforeseen errors within the map. Please report any bugs you find<br />
** Fixed 1st BE flag dimensions<br />
*** It is no longer capturable from the western side of the barricades<br />
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it<br />
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag<br />
** Fixed some missewn displacements<br />
** Rotated NF resupply crates near NF 1st flag to face the correct direction<br />
** Added sky viscluster in an attempt to improve performance<br />
** Behind the scenes optimisation<br />
<br />
=== Script Changes ===<br />
*Normalized melee damage<br />
**BE Machine Pistol<br />
***Damage 50->40<br />
***Cycle Time 0.5->0.4<br />
**BE Pistol 1<br />
***Damage 70->40<br />
***Cycle Time 0.5->0.4<br />
**BE Pistol 2<br />
***Cycle Time 0.5->0.4<br />
**BE SMG 1<br />
***Cycle Time 0.5->0.55<br />
**BE SMG 2<br />
***Cycle Time 0.5->0.55<br />
**NF Pistol 1<br />
***Damage 70->40<br />
***Cycle Time 0.5->0.4<br />
**NF Shot Pistol<br />
***Cycle Time 0.5->0.4<br />
**NF SMG 1<br />
***Cycle Time 0.5->0.55<br />
**NF SMG 2<br />
***Cycle Time 0.5->0.55<br />
**NF SMG 3<br />
***Cycle Time 0.5->0.55<br />
<br />
*Infantry weapon tweaks<br />
**NF Heavy Rifle<br />
***Damage 43->45<br />
***FalloffEnd 5250->7000<br />
***Minimal Damage 35->33<br />
**BE Assault Rifle<br />
***FalloffEnd 8000->6000<br />
***Minimal Damage 22->20<br />
<br />
*Vehicle weapon tweaks<br />
**UML<br />
***Damage 60->62<br />
***Speed 2500->2600<br />
**Heavy-duty ML<br />
***Damage 66->68<br />
***Speed 2650->2750<br />
<br />
*Fixed engine inconsistencies<br />
**APC<br />
***Gas Turbine<br />
****HorsePower 1050->1190<br />
**LT/AFV<br />
***Gas Turbine<br />
****HorsePower 2500->2700<br />
**Medium Tank<br />
***Gas Turbine<br />
****HorsePower 2000->2700<br />
***3 Phase Electric<br />
****HorsePower 2000->2500<br />
**Heavy Tank<br />
***Gas Turbine<br />
****HorsePower 2000->2700<br />
***3 Phase Electric<br />
****HorsePower 2000->2500<br />
**Artillery Tank<br />
***Gas Turbine<br />
****Reverse Speed 20->23<br />
****HorsePower 2000->2700<br />
***3 Phase Electric<br />
****Reverse Speed 20->25<br />
****HorsePower 2000->2500<br />
***Fission Reactor<br />
****Reverse Speed 20->24<br />
***Advanced Coolant Engine<br />
****Reverse Speed 20->22<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.14.x&diff=9508Version/2.14.x2019-01-25T16:12:10Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>== Version 2.14.1 ==<br />
''Beta only release''<br />
<br />
=== Features ===<br />
* Tank projectiles should now be predicted, so hopefully tanks stop hitting themselves.<br />
* GUI tweaks<br />
* More translatable texts<br />
* Added tank weapon filter entity ([[emp_filter_activator_weaponname]])<br />
* Added client side predicted shells for mortar and tanks.<br />
<br />
=== Bugfixes ===<br />
* Fixed a crash involving turrets with no cannon.<br />
* Fixed an issue with the commander warning HUD not hiding.<br />
* Fixed a client-side crash relating to detail objects hiding under buildings.<br />
* Fixed a crash related to commander building placement.<br />
* Fixed an issue with machine gun weapons using the minimum damage as the maximum damage.<br />
* mp_chattime is no longer multiplied by two.<br />
* Fixed an issue with the 64th player being able to keep walking after round end.<br />
* Fixed a lot of purple textures on Linux<br />
* Fixed a remote code execution exploit related to server executed commands.<br />
* Fixed tanks hitting themselves when shooting a shell at high speed.<br />
<br />
=== Script Changes ===<br />
* Std MG<br />
** Damage 12->17<br />
** Clip Size 50->60 (revert)<br />
** MinimalDamage 10->13<br />
** Falloff 1000->2000<br />
<br />
* Bio MG<br />
** Cycle Time 0.42->0.43<br />
** Reload Time 3.5->4<br />
** Vehicle Bio Time 3->2.8 (one less tick)<br />
<br />
* DU MG<br />
** Falloff 2500->3000<br />
<br />
* DU HMG<br />
** Falloff 2500->3000<br />
<br />
* .50 cal med<br />
** Damage 15->20<br />
** MinimalDamage 13->16<br />
** Total Clips 3->4<br />
** Reload Time 7.2->6.8<br />
<br />
* .50 cal heavy<br />
** Damage 18->23<br />
** Clip Size 100->120 (revert) <br />
** MinimalDamage 15->19<br />
<br />
* Chain gun<br />
** Damage 11->14<br />
** Cycle Time 0.043->0.04 (revert)<br />
** Clip Size 120->125 (revert)<br />
** MinimalDamage 8->11<br />
** Falloff 1000->1500<br />
** Falloffbase 0.7->0.75<br />
<br />
* Medium Chain Gun<br />
** Damage 13->17<br />
** Cycle Time 0.037->0.035 (revert)<br />
** Clip Size 160->175 (revert)<br />
** MinimalDamage 10->12<br />
** Falloff 1000->1500<br />
** Falloffbase 0.7->0.75<br />
<br />
* 3 phase engine<br />
** Medium Tank<br />
*** Heat Output At Max 3->4<br />
** Heavy Tank<br />
*** Heat Output At Max 3->4<br />
<br />
* Enhanced Grenadier Missile<br />
** Additional Damage 30->25<br />
<br />
* APCR Grenadier Missile<br />
** Additional Damage 30->25<br />
<br />
* Wages<br />
** Heal 15->13<br />
** Repair 15->13<br />
** Recycle 15->13<br />
** Kill 20->18<br />
** Sabotage 30->35<br />
** Defuse 20->25<br />
** Flag Capture 20->25<br />
** Squad leader bonus 15->13<br />
** Squad participation 15->13<br />
<br />
<br />
== Version 2.14.2 ==<br />
''Release date: 2017-05-30''<br />
<br />
=== Bugfixes ===<br />
* Fixed the create server dialog and Dedicated server GUI (SRCDS) configure tab.<br />
* Fixed the ERRORNAME bug when rejoining a server.<br />
* Fixed the server not restoring the player's progress towards the next point awarded from recycling.<br />
* Fixed binds not setting themselves correctly.<br />
* Limited shell 'invisible' flight time to 150ms<br />
* Fixed tank cannon sounds firing at the wrong time with predicted shells<br />
* Fixed tank shake when firing cannons with prediction<br />
<br />
=== Script Changes ===<br />
* BE&NF HMG<br />
** Damage 28->19<br />
** Falloff 2000->3000<br />
** MinimalDamage 18->15<br />
* BE Machine Pistol<br />
** Damage 22->11<br />
** Falloff 800->1500<br />
** MinimalDamage 10->8<br />
* BE&NF 9mm pistol<br />
** Damage 30->19<br />
** Falloff 1000->2500<br />
** MinimalDamage 17->12<br />
* BE .44 Pistol<br />
** Damage 55->37<br />
** Falloff 1200->2000<br />
** MinimalDamage 35->28<br />
* BE Assault Rifle<br />
** Damage 39->28<br />
** Falloff 2000->3500<br />
** MinimalDamage 28->22<br />
* BE Heavy Rifle<br />
** Damage 35->21<br />
** Falloff 2000->3500<br />
** MinimalDamage 20->16<br />
* BE&NF Scoped Rifle<br />
** Damage 70->60<br />
** Falloff 1300->4000<br />
** MinimalDamage 60->55<br />
** Headshot Modifier 2.5->3 (to guarantee one headshot kill)<br />
** DuckingSpread 0.0005->0.01<br />
** ProneSpread 0.0005->0.005<br />
** StandingSpreadIncrement 0.005->0.04<br />
** DuckingSpreadIncrement 0.002->0.02<br />
** ProneSpreadIncrement 0.002->0.01<br />
* BE&NF Shotgun<br />
** Damage 22->12<br />
** Falloff 500->1250<br />
** MinimalDamage 10->9<br />
* BE&NF SMG1<br />
** Damage 30->17<br />
** Falloff 1500->2500<br />
** MinimalDamage 15->13<br />
* BE&NF SMG2<br />
**Damage 30->19<br />
**Falloff 1000->2000<br />
**MinimalDamage 15->13<br />
* NF .50 cal Rifle<br />
**Damage 57->43<br />
**Falloff 2200->3500<br />
**MinimalDamage 42->35<br />
* NF Assault Rifle<br />
**Damage 38->26<br />
**Falloff 1500->3000<br />
**MinimalDamage 25->18<br />
* NF Buckshot pistol<br />
**Damage 20->11<br />
**Falloff 250->1000<br />
**MinimalDamage 11->8<br />
* NF SMG3<br />
**Damage 38->30<br />
**Falloff 1500->3000<br />
**MinimalDamage 29->23<br />
<br />
<br />
<br />
* .50 cal med<br />
** Total Clips 3->4<br />
** Reload Time 7.2->6.8<br />
* .50 cal heavy<br />
** Heat 0.8->0.9<br />
** Clip Size 100->110 <br />
** Total Clips 3->4<br />
** Reload Time 9->7.5<br />
*Bio Diesel Engine<br />
** Jeep<br />
*** Max Reverse Speed 25->45<br />
** APC<br />
*** Max Reverse Speed 35->40<br />
** AFV/LT<br />
*** Max Reverse Speed 32->48<br />
** Medium Tank<br />
*** Max Reverse Speed 33->39<br />
** Heavy Tank<br />
*** Max Reverse Speed 23->29<br />
** Artillery Tank<br />
*** Max Reverse Speed 20->28<br />
* Fission Reactor<br />
** AFV/LT<br />
*** Max Reverse Speed 34->42 (fix for inconsistency)<br />
* Advanced Coolant Engine<br />
** AFV/LT<br />
*** Max Reverse Speed 31->40 (fix for inconsistency)<br />
<br />
*BE&NF HMG<br />
** Headshot Modifier 2->1.5<br />
* BE&NF 9mm Pistol<br />
** Headshot Modifier 1.3->1.4<br />
* BE Machine Pistol<br />
** Headshot Modifier 2->1.4<br />
* BE .44 Pistol<br />
** Headshot Modifier 1.5->1.7<br />
* BE Heavy Rifle<br />
** Headshot Modifier 1.4->1.7<br />
* BE Assault Rifle <br />
** Headshot Modifier 1.5->1.7<br />
* NF Assault Rifle<br />
** Headshot Modifier 1.4->1.7<br />
* BE&NF Shotgun and shotty pistol<br />
** Headshot Modifier 1.6->1.4<br />
* NF SMG3 <br />
** Headshot Modifier 1.4->1.7<br />
* NF .50 cal Rifle<br />
** Headshot Modifier 1.5->1.7<br />
<br />
== Version 2.14.3 ==<br />
''Expected release: 2017-05-20''<br />
<br />
=== Features ===<br />
* Added cvar to control vehicle carcass fade-out time.<br />
<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug with engineer recycle menu<br />
* Fixed a bug causing chat to overlap with health bar<br />
* Fixed a bug causing pre-placed engineer cameras to default to the armoury model<br />
* Patched security vulnerability with source sdk detected by oneupsecurity<br />
<br />
== Version 2.14.4 ==<br />
''Release date: 2017-08-26''<br />
<br />
=== Bugfixes ===<br />
* Fixed a crash and a bug related to engineer camera recycle.<br />
* Fixed a server freeze which would occur when turrets/cameras were removed at round end.<br />
* Fixed a bug with MOTD buttons occasionally not working<br />
* Updated default mapcycle.txt to reflect updated map names.<br />
<br />
== Version 2.14.5 ==<br />
''Release date: 2017-09-06''<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug where the class selection text would still display even after choosing a class.<br />
* Fixed a server crash related to rotating the commander view.<br />
* Fixed a bug causing sprint to have no effect when using the speed upgrade skill.<br />
* Fixed a bug that would prevent you from changing class or building vehicles if you were standing inside another player.<br />
* Fixed a visual bug with the name displayed on certain achievements.<br />
* Fixed some occurrences of key binds not executing.<br />
<br />
=== Features ===<br />
* Revert to Base SDK style bullet force calculation. Previously it was a constant bullet force regardless of stance; now, crouch and prone stance will reduce these effects.<br />
<br />
== Version 2.14.6 ==<br />
''Release date: 2017-09-09''<br />
<br />
=== Bugfixes ===<br />
* Fixed some incorrect movement speed values as of last patch.<br />
* Fixed incorrect map names in the default map cycle files.<br />
* Fixed the ladders on the map emp_coast.<br />
* Changed the particle effect for Standard ML because it resembled blood splatter on lower settings.<br />
* Changes have been made on the map emp_crossroads to address issues with vehicles getting stuck in the ramps.<br />
<br />
=== Features ===<br />
* Added team warnings when command vehicle takes environmental damage. (Drowning/flipped)<br />
* Changes to how stamina discharges. <br />
** Sprinting when ducked or prone will now drain less stamina. You're not gaining the full sprint effect that you would if you were running normally, so it now matches your the speed gain.<br />
** Sprinting will now only drain stamina if you're pressing a forward/backwards key, are on the ground and are moving fast enough to actually activate sprint.<br />
<br />
=== Misc changes ===<br />
* Added some decals requested by mappers. (Team emblems and arrows to help better inform players)<br />
* Added new models that are used in emp_crossroads.<br />
<br />
== Version 2.14.7 ==<br />
''Release date: 2017-09-10''<br />
<br />
=== Bugfixes ===<br />
* Fix to address key binds not executing properly.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.13.x&diff=9507Version/2.13.x2019-01-25T16:11:42Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>'''Script version: Equilibrium'''<br />
<br />
== Version 2.13.1 ==<br />
''Beta only release''<br />
<br />
=== Features ===<br />
* Flags will now be (slowly) captured if the full team is present on that location, even if the amount of players is lower than the configured minimum.<br />
* Added turret turning speed parameter to vehicle scripts.<br />
* Rotation in second seat no longer coupled to turret rotation.<br />
* View rotation is persisted when entering / exiting vehicles.<br />
* Artillery now has slight horizontal movement ability.<br />
* Slightly prettier tank deaths.<br />
* Added HUD element to warn players of CV attacks.<br />
* Research is now paused when the last radar is destroyed.<br />
* Added tutorial bot spawner entity ([[emp_tutorial_bot_spawner]]).<br />
* Added commander target entity ([[emp_commander_auto_target]]).<br />
* Enabled [https://developer.valvesoftware.com/wiki/Detail_Shapes#Shapes detail shapes]<br />
* Detail models now hide when under a building.<br />
* Detail draw distance is now controlled by the server instead of the client.<br />
<br />
=== Bugfixes ===<br />
* Fixed chat swallowing character after a %.<br />
* Flags no longer continue capping after a game ends.<br />
* Vehicles are now lag compensated, allowing you to hit people with hitscan weapons while driving.<br />
<br />
=== Non-code changes ===<br />
* Included new cliff textures.<br />
* Renamed stock maps to indicate play type to help players vote for maps: (affected: district402, urbanchaos, eastborough, glycencity, escort)<br />
** Conquest maps (like district, vehicletraining) begin with ''con_''<br />
** Commander maps stay ''emp_''<br />
** Assault maps (like escort) begin with ''as_''<br />
** Fun / intermission maps (like minigames) begin with ''fun_''<br />
* Better statistics tracking<br />
<br />
=== Script changes ===<br />
* Amount of units required for getting a point by recycling 150-> 100.<br />
*Heal <br />
**Wages 20->15<br />
*Repair <br />
**Wages 20->15<br />
*Recycle <br />
**Wages 20->15<br />
*Sabotage <br />
**Wages 20->30<br />
*Destroy Vehicle<br />
**Wages 20->30<br />
*Squad leader bonus <br />
**Wages 20->15<br />
*Squad Participation <br />
**Wages 20->15<br />
*Revive <br />
**Wages 20->15<br />
* Deflective & Capacitve <br />
**Cost 20 -> 18<br />
<br />
* Rename Seismic Grenade into Seismic Resonator.<br />
<br />
* More explosive force for arty cannons.<br />
**180 mm Artillery Cannon <br />
***Explosion Force 3750->6000<br />
**203 mm Artillery Cannon <br />
***Explosion Force 4500->7500<br />
**High Explosive Artillery Cannon <br />
***Explosion Force 3000->5000<br />
**Ranged Artillery Cannon <br />
***Explosion Force 2500->4500<br />
<br />
== Version 2.13.2 ==<br />
''Beta only release''<br />
<br />
=== Bugfixes ===<br />
* Removed tank cannon kick to fix aiming with double cannons.<br />
* Fixed urbanchaos cubemaps.<br />
* Fixed broken Hammer config.<br />
<br />
=== Non-code changes ===<br />
* Updated translations to latest version.<br />
* Hammer now uses default texture scale of 0.25 instead of 0.32<br />
<br />
== Version 2.13.3 ==<br />
''Beta only release''<br />
<br />
=== Features ===<br />
* Added [http://empires_public.docs.empiresmod.com/empires_stdlib/ javascript moddable] HUD elements.<br />
* Added static vehicle crosshair.<br />
<br />
=== Bugfixes ===<br />
* Fixed some issues with vehicle prediction.<br />
* Removed cannon kick due to issues with double shots.<br />
<br />
== Version 2.13.4 ==<br />
''Initial release: 25 April 2017 (estimated)''<br />
<br />
=== Bugfixes ===<br />
* Repositioned ammo hud element.<br />
* Fixed crash issues.<br />
<br />
=== Script changes ===<br />
* Modified anti-infantry MG damage to compensate for proper vehicle lag compensation.<br />
<br />
**Standard MG<br />
***Damage 30->12<br />
***Minimal Damage 15->10<br />
***Clip Size 60->50<br />
**.50 cal MG<br />
***Damage 35->15<br />
***Reload Time 7.5->7.2<br />
***Minimal Damage 30->13<br />
**.50 cal HMG<br />
***Damage 43->18<br />
***Clip Size 120->100<br />
***Reload Time 9.6->9<br />
***Minimal Damage 40->15<br />
**Chain Gun<br />
***Damage 22->11<br />
***Cycle Time 0.04->0.43<br />
***Clip Size 125->120<br />
***Minimal Damage 10->8<br />
**Medium Chain Gun<br />
***Damage 28->13<br />
***Cycle Time 0.03->0.037<br />
***Clip Size 175->160<br />
***Minimal Damage 15->10<br />
<br />
== Version 2.13.5 ==<br />
''Initial release: 30 April 2017 (estimated)''<br />
<br />
=== Bugfixes ===<br />
*Fix for cannon shells hitting your own tank.<br />
*Fixed the new HUD element for commander under attack warning not being displayed.<br />
<br />
=== Script changes ===<br />
*Standard Machine Gun<br />
**Damage increase 12 -> 17<br />
**Minimal Damage increase 10 -> 13 (Minimum damage after falloff is applied)<br />
**Clip size increase 50 -> 60<br />
*Bio Machine Gun<br />
**Cycle time increase 0.42 -> 0.43<br />
**Reload time increase 3.5 -> 4<br />
**Vehicle bio time decrease 3 -> 2.8<br />
*.50 Caliber Medium Machine Gun<br />
**Damage increase 15 -> 20<br />
**Minimal Damage increase 13 -> 16 (Minimum damage after falloff is applied)<br />
*.50 Caliber Heavy Machine Gun<br />
**Damage increase 18 -> 23<br />
**Minimal Damage increase 15 -> 19 (Minimum damage after falloff is applied)<br />
**Clip size increase 100 -> 120<br />
*Chain Gun<br />
**Damage increase 11 -> 14<br />
**Cycle time decrease 0.043 -> 0.4<br />
**Minimal Damage increase 8 -> 11 (Minimum damage after falloff is applied)<br />
**Clip size increase 120 -> 125<br />
*Medium Chain Gun<br />
**Damage increase 13 -> 17<br />
**Cycle time decrease 0.037 -> 0.035<br />
**Minimal Damage increase 10 -> 12 (Minimum damage after falloff is applied)<br />
**Clip size increase 160 -> 175<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.12.x&diff=9506Version/2.12.x2019-01-25T16:11:13Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>'''Script version: Devastation'''<br />
<br />
== Version 2.12.1 ==<br />
''Release: 25 February 2017''<br />
<br />
=== Features ===<br />
* Class selection now remembers your previous equipment choices for that class.<br />
* Class defaults to Engineer now instead of Scout.<br />
<br />
=== Bugfixes ===<br />
* Fix for infinite pumping on shotguns when at 0 ammo.<br />
* Fixed SDK bot spawning<br />
* Fixed shotgun using wrong sounds when firing<br />
* Reverted problematic sounds<br />
* Fixed more blurry textures on low settings<br />
<br />
=== Non-code changes ===<br />
* emp_money:<br />
** Refinery resource income increased from 3 -> 5 each<br />
** Vehicle clips added above platforms<br />
* emp_coast:<br />
** Fixed hole (https://forums.empiresmod.com/index.php?threads/2-6-emp_coast-has-a-hole-in-the-map.19123/)<br />
** Fixed texture behind ladder near BE spawn<br />
** Set all level 4 displacements to level 2<br />
** BE and NF main bases now start with a pre-built refinery to prevent Commanders building anything BUT a refinery first<br />
** Viscluster brush added to ceiling to improve performance. Visible clusters reduced from ~8 million to ~4 million. More optimization can be done, but this is a huge increase for now.<br />
<br />
=== Script changes ===<br />
* Shorten Heavy-duty ML's GUI name to fit.<br />
* Fixed ordering of tanks to prevent new players from accidentally building artillery.<br />
<br />
<br />
* Plasma Cannon Prototype<br />
Heat to Target 5 -> 7<br />
<br />
<br />
* Plasma Cannon <br />
Heat to Target 7 -> 8<br />
<br />
Explosion Radius 300 -> 270<br />
<br />
<br />
* Plasma Machine Gun<br />
Projectile Spread 0.03 -> 0.02 <br />
<br />
Heat to Target 1.8 -> 2<br />
<br />
<br />
* High Energy Plasma Machine Gun<br />
Heat 1.1 -> 1.4<br />
<br />
Projectile Spread 0.02 -> 0.015<br />
<br />
Heat to Target 1.9 -> 2.3 <br />
<br />
<br />
* BE Medium Tank<br />
Axleratio 0.7 -> 0.85<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.11.x&diff=9505Version/2.11.x2019-01-25T16:08:06Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>'''Script version: Devastation'''<br />
<br />
== Version 2.11.1 ==<br />
''Released: 25 December 2016''<br />
<br />
=== Features ===<br />
* Voice pop-ups now display avatar and map coordinates.<br />
* Players can now execute specific binds for leading squads through editing squadleader.cfg<br />
* New mass unit selection feature for commanders. Holding the ctrl key (default bind) and clicking a unit will select all on-screen units of the same type. This can be used in conjunction with shift to add units to your current selection.<br />
* De-selection improvement for commander selection. Holding the ctrl key (default bind) and dragging a box over selected units will deselect them.<br />
* Commander recycle now sets the whole selection to one unified recycle state rather than reversing their current state.<br />
* Increased the speed of the animations used in the research menu, this should allow navigation of research trees to be twice as fast.<br />
* The squad menu now has a compass-like feature, the arrow directs you to your squad leader.<br />
* Added translation support to empires. Translation has started on the following languages:<br />
** Chinese (Traditional)<br />
** German<br />
** Polish<br />
** Russian<br />
* Added new sounds:<br />
** New Extended Range cannon sound with impact<br />
** New Bio Cannon sound with impact<br />
** New Building ambiance sounds for<br />
*** Barracks<br />
*** Vehicle Factory<br />
*** Radar<br />
** New Reloading sounds for different types of missiles<br />
** New firing sound for missiles<br />
** Unique sound for impact of different missiles<br />
* Updated Sounds:<br />
** Updated all BE infantry weaponry<br />
** Updated all NF infantry weaponry<br />
** Updated all Grenade sounds<br />
** Updated HE cannon with impacts<br />
** Updated Artillery sound effects<br />
*** 203mm and HE artillery<br />
** Updated Plasma cannon with impacts<br />
** Updated Railgun with impacts<br />
** Updated Tank engine sounds<br />
** Updated AFV/APC engine sounds<br />
** Updated Grenade Firing sounds from APC<br />
** Updated Chain Guns<br />
** Updated .50 cal MG<br />
** Updated Standard MG<br />
** Updated Bio MG<br />
** Updated HEMG<br />
** Updated Plasma MG<br />
** Updated Bullet impact sounds<br />
*** On Metal<br />
*** On Dirt<br />
*** On Flesh<br />
*** On Wood<br />
*** On Concrete<br />
*** On Glass<br />
** Re-added the old Main Menu theme<br />
** Updated Tutorial voice over<br />
* "Requesting air support" in F-menu replaced by "Requesting commander attention"<br />
* Added 8 achievements:<br />
** Back from the Dead<br />
** Drive Me Closer<br />
** Free Market<br />
** Just in Time<br />
** Never Give up, Never Surrender<br />
** Pacifist<br />
** Partybus<br />
** Quid Pro Quo Pro<br />
<br />
=== Bugfixes ===<br />
* Fixed a bug where recycle was returning more resources than intended. Recycle percentages/times adjusted accordingly.<br />
* Fixed a bug where halted missiles weren't exploding. Causing instability with higher player counts and eventually causing the server to crash.<br />
* Fixed a crash with explosions occurring near emp_eng_map_brush entities.<br />
* Fixed an exploit related to crouching and stuck viewports.<br />
* Removed exploit using emp_gren_followProjectileView.<br />
* Fixed load order of hammer definition files.<br />
* Fixed warnings about unused EmpCloakProxy material.<br />
* Fixed some palm tree models missing collisions.<br />
* Commander under attack notification no longer plays when full damage is resisted.<br />
* Fixed crash on quit<br />
* Fixed crash on resize<br />
* Fixes for emp_isle by D.D.D. Destroyer: <br />
** Standardised health of bridges - 300 initial, 500 max [That's 3/5 RPGs to destroy]<br />
** Bridges now need to be built after they respawn [Each requires 100 charge with Repair Upgrade]<br />
** Southern bridge is now harmable only by Grenadiers, like the rest of them<br />
** Lowered some hovering trees back into the ground<br />
** Fix for palm trees missing their collision boxes<br />
<br />
=== Non-code changes ===<br />
* Fixed the crate models missing from NF vehicle factory LOD models.<br />
* Fixed floating particles on NF radar model.<br />
* Added static versions of the imp_dropship models for use by mappers.<br />
* New particles for bio cannon and 2-slot plasma cannon.<br />
* New weapon and skill icons for the class selection/loadout menu.<br />
* Disabled default quit bind<br />
* New arrow/scrollbar textures added<br />
* Updated the HUD icons - repairing, recycling, calls for assistance, etc<br />
* New Commander HUD textures and buttons<br />
<br />
=== Script changes ===<br />
<big><big>''Script version name: "Devastation"''</big></big><br />
<br />
<br />
<big>*Updated weapons/armors/researches description.</big><br />
<br />
<big>*Updated sound script.</big><br />
<br />
<br />
<big>New Researches:</big><br />
*"Enhanced Homing Missile AI"<br />
"Parent" "Homing Missiles"<br />
"Time" "90"<br />
<br />
*"Enhanced Grenadier Missiles"<br />
"Parent" "Upgraded Chassis"<br />
"Time" "45"<br />
Extra damage for Gren RPG : 30<br />
<br />
*"APCR Grenadier Missiles"<br />
"Parent" "Advanced Chassis"<br />
"Time" "45"<br />
Extra damage for Gren RPG : 30<br />
<br />
*"Heavy-duty Missile Warhead"<br />
"Parent" "Upgraded Missile Warhead"<br />
"Time" "120"<br />
<br />
*"Aerodynamic Shells"<br />
"Parent" "Extended Range Cannon"<br />
"Time" "105"<br />
<br />
*"TOW Guided Missiles"<br />
"Parent" "Guided Missiles"<br />
"Time" "120"<br />
<br />
*"Experimental Railgun"<br />
"Parent" "Advanced Magnet Research"<br />
"Time" "90"<br />
<br />
*"Enlarged Explosive Shells"<br />
"Parent" "Explosive Shells"<br />
"Time" "105"<br />
<br />
*"Virulent Shells"<br />
"Parent" "Biological Cannon" <br />
"Time" "90" <br />
<br />
*"Virulent Warhead"<br />
"Parent" "Biological Warhead" <br />
"Time" "75" <br />
<br />
<br />
<big>Changes of existing researches:</big><br />
<br />
*"Rail gun" <br />
"Name" "Rail gun" --> "Overcharged Railgun"<br />
"Parent" "Experimental Railgun"<br />
"Time" "90"<br />
<br />
*"Upgraded Chassis"<br />
Time 60==>120<br />
<br />
*"Advanced Chassis"<br />
Time 180==>200<br />
<br />
*"Heavy Tank Chassis"<br />
Time 180==>240<br />
<br />
<br />
<big>New vehicle weapons:</big><br />
*Improved Homing ML -- IH/ML<br />
"Size" "3"<br />
"Cost" "140"<br />
"Damage" "55"<br />
"Speed" "2500"<br />
"Heat" "10"<br />
"Weight" "80"<br />
"Cycle Time" "1.0"<br />
"Clip Size" "7"<br />
"Total Ammo Clips" "6"<br />
"Reload Time" "5.0"<br />
"Explosion Radius" "100"<br />
"Missile Range" "6000"<br />
"Lock On Time" "0.3"<br />
"Lock On Radius" "0.42"<br />
"Lock Range Modifier" "0.000290"<br />
"Turning Ability" "3.15"<br />
<br />
*TOW Guided ML -- TOW-G/ML<br />
"Size" "3"<br />
"Cost" "135"<br />
"Damage Type" "Missile"<br />
"Damage" "75"<br />
"Speed" "1550"<br />
"Heat" "8.5"<br />
"Weight" "80"<br />
"Cycle Time" "1.3"<br />
"Clip Size" "5"<br />
"Total Ammo Clips" "6"<br />
"Reload Time" "5.5"<br />
<br />
"Explosion Radius" "115"<br />
"Missile Range" "6500"<br />
"Turning Ability" "1.85"<br />
<br />
*"Heavy-duty ML"<br />
"Size" "3" //number of slots required when selecting weapons<br />
"Cost" "110"<br />
"Damage Type" "Missile"<br />
"Damage" "66"<br />
"Speed" "2650"<br />
"Heat" "8.5"<br />
"Weight" "80"<br />
"Cycle Time" "1.05"<br />
"Clip Size" "7"<br />
"Total Ammo Clips" "7"<br />
"Reload Time" "4"<br />
"Explosion Radius" "125"<br />
<br />
*Advanced Salvo ML -- A-S/ML<br />
"Size" "3" //number of slots required when selecting weapons<br />
"Cost" "135"<br />
"Damage Type" "Missile"<br />
"Damage" "34"<br />
"Speed" "1800"<br />
"Heat" "3.75"<br />
"Weight" "80"<br />
"Clip Size" "6"<br />
"Total Ammo Clips" "10"<br />
"Reload Time" "2.85"<br />
"Projectile Spread" "1.75"<br />
"Explosion Radius" "100"<br />
<br />
*High Energy Plasma MG -- H-E Plasma MG<br />
"Size" "3"<br />
"Cost" "100"<br />
"Damage Type" "GeneralPhysics"<br />
"Damage" "6"<br />
"Speed" "1000"<br />
"Heat" "1.1"<br />
"Weight" "55"<br />
"Cycle Time" "0.28"<br />
"Clip Size" "30"<br />
"Total Ammo Clips" "7"<br />
"Reload Time" "3.5"<br />
"Projectile Spread" "0.02"<br />
"Heat to Target" "1.9"<br />
<br />
*Thermobaric Cannon -- Thermo. CN<br />
"Size" "3" //number of slots required when selecting weapons<br />
"Cost" "130"<br />
"Damage Type" "Explosive"<br />
"Damage" "77"<br />
"Speed" "3000"<br />
"Gravity" "0.4"<br />
"Heat" "13"<br />
"Weight" "70"<br />
"Cycle Time" "2.0"<br />
"Clip Size" "30"<br />
"Inertia" "2.75"<br />
"Explosion Radius" "425"<br />
"Explosion Force" "600"<br />
<br />
*Heavy-duty Ranged Cannon -- H/Ranged CN<br />
"Size" "3" //number of slots required when selecting weapons<br />
"Cost" "135"<br />
"Damage Type" "Kinetic"<br />
"Damage" "67"<br />
"Speed" "3650"<br />
"Gravity" "0.08"<br />
"Heat" "8.5"<br />
"Weight" "75"<br />
"Cycle Time" "1.5"<br />
"Clip Size" "40"<br />
"Inertia" "0.5"<br />
"Explosion Radius" "150"<br />
"Explosion Force" "100"<br />
<br />
*Railgun (2-slot)<br />
"Size" "2" //number of slots required when selecting weapons<br />
"Cost" "80"<br />
"Damage Type" "Kinetic"<br />
"Damage" "45"<br />
"Speed" "3700"<br />
"Gravity" "0.32"<br />
"Heat" "6"<br />
"Weight" "60"<br />
"Cycle Time" "1"<br />
"Clip Size" "35"<br />
"Inertia" "0"<br />
"Explosion Radius" "100"<br />
<br />
*Virulent Cannon (3-slot Bio cannon)<br />
"Cost" "130"<br />
"Damage Type" "BioArt"<br />
"Damage" "70" <br />
"Speed" "3000" <br />
"Gravity" "0.37" <br />
"Heat" "15" <br />
"Weight" "80" <br />
"Cycle Time" "2.25" <br />
"Clip Size" "30" <br />
"Heat to Target" "0" <br />
"Inertia" "0.8" <br />
"Explosion Radius" "250" <br />
"Explosion Force" "170" <br />
"Player Bio Damage" "3" <br />
"Player Bio Time" "7" <br />
"Player Bio Interval" "1"<br />
"Vehicle Bio Damage" "7" <br />
"Vehicle Bio Time" "4" <br />
"Vehicle Bio Interval" "0.4" <br />
<br />
*"Virulent Warhead" (3-slot bio ML)<br />
"Size" "3" <br />
"Cost" "125"<br />
"Damage Type" "Missile"<br />
"Damage" "53" <br />
"Speed" "1850" <br />
"Heat" "8" <br />
"Weight" "80" <br />
"Cycle Time" "3.0" <br />
"Clip Size" "4" <br />
"Total Ammo Clips" "4" <br />
"Reload Time" "6.0" <br />
"Projectile Spread" "0.5" <br />
"Heat to Target" "0" <br />
"Explosion Radius" "300" <br />
"Player Bio Damage" "5" <br />
"Player Bio Time" "10" <br />
"Player Bio Interval" "1" <br />
"Vehicle Bio Damage" "8" <br />
"Vehicle Bio Time" "10" <br />
"Vehicle Bio Interval" "0.5" <br />
<br />
*"HE HMG"<br />
"Size" "3" <br />
"Cost" "125" <br />
"Damage Type" "BulletExplosive"<br />
"Damage" "13" <br />
"Heat" "3" <br />
"Weight" "55" <br />
"Cycle Time" "0.4" <br />
"Clip Size" "25" <br />
"Total Ammo Clips" "6" <br />
"Reload Time" "4" <br />
"Projectile Spread" "0.025" <br />
"Heat to Target" "0" <br />
"Explosion Radius" "200" <br />
<br />
<br />
<big>Changes of existing vehicle weapons:</big><br />
*DUMG <br />
Clips 8 ==> 6<br />
<br />
*DUHMG<br />
Clips 8 ==> 6<br />
Weight 65 ==> 60<br />
<br />
*.50 cal HMG <br />
Weight 65->60 <br />
<br />
*3-slot railgun<br />
Name : Railgun ==> Overcharged Railgun<br />
Damage 50 ==> 53<br />
Projectile speed 3600=>3800<br />
Clip Size 30 ==> 35<br />
<br />
*Plasma Cannon <br />
Damage 82 ==> 84<br />
<br />
*HE Cannon (2-slot) <br />
Explosive Radius 425 ==> 400<br />
<br />
*Homing ML <br />
Lock On Time 0.3 ==> 0.55<br />
<br />
*Guided ML (2-slot)<br />
Cycle Time 1.2 ==> 1.25<br />
Clip Size 5 ==> 4<br />
Total Ammo Clips 4==> 6<br />
Reload Time 5.5 ==> 5<br />
Explosion Radius 110=>100<br />
Missile Range 6000 ==> 5500<br />
<br />
*180 mm Artillery Cannon<br />
Explosion Force 500 ==> 3750<br />
<br />
*203 mm Artillery Cannon<br />
Explosion Force 500 ==> 4500<br />
<br />
*Ranged Artillery Cannon<br />
Explosion Force 500 ==> 2500<br />
<br />
*HE Artillery Cannon<br />
Explosion Force 500 ==> 3000<br />
<br />
*Bio cannon<br />
Heat 11 ==> 13<br />
<br />
<br />
<big>Changes of existing infantry weapons:</big><br />
*BE Heavy Rifle<br />
Max ammo 140==>120<br />
<br />
*Scout Rifle<br />
Max ammo 80==>60<br />
<br />
*NF Heavy Rifle<br />
Falloff 2000==>2200<br />
Minimal Damage 40 ==> 42<br />
StandingSpread 0.0050 ==> 0.0048<br />
StandingSpreadIncrement 0.0060==>0.0055<br />
<br />
*Scout Rifle<br />
Headshot Modifier 2 -> 2.5<br />
<br />
*BE Assault Rifle<br />
IronsightJumpSpread 0.8 -> 0.83<br />
IronsightStandSpread 0.8 -> 0.83<br />
IronsightDuckSpread 0.8 -> 0.83<br />
IronsightProneSpread 0.8 -> 0.83<br />
<br />
*HMG<br />
Clip Size 75 ==> 125<br />
Max Ammo 225==> 250<br />
Falloff 1500==>2000<br />
Minimal Damage 15==>18<br />
<br />
<br />
<big>Changes of existing vehicles:</big><br />
*NF Commander Vehicle<br />
Health 1500==>1750<br />
Engineer Heal 3==> 3.5<br />
Max Front Armor 6==>7<br />
Max Rear Armor 4==>5<br />
Max Left Armor 5==>6<br />
Max Right Armor 5==>6<br />
<br />
*NF Heavy Tank<br />
Base Cost 760==>820<br />
recycle percentage - 40% -> 50%<br />
Time to recycle (with repair upgrade) 75s -> 60s<br />
<br />
*BE Heavy Tank<br />
Base Cost 800==>850<br />
recycle percentage - 40% -> 50%<br />
Time to recycle (with repair upgrade) 75s -> 60s<br />
<br />
*NF Medium Tank<br />
Max Weight 1077==>1067<br />
recycle percentage - 40% -> 50%<br />
<br />
*BE Medium Tank<br />
axleratio 0.6==>0.7 (More reverse power)<br />
recycle percentage - 40% -> 50%<br />
Time to recycle (with repair upgrade) 50s -> 45s<br />
<br />
*BE&NF Jeep <br />
recycle percentage - 100% -> 50%<br />
Time to recycle (with repair upgrade) 15 -> 10s<br />
<br />
*NF Light Tank<br />
recycle percentage - 40% -> 50%<br />
Time to recycle (with repair upgrade) 37.5s -> 30s<br />
<br />
*BE&NF APC <br />
recycle percentage - 40% -> 50%<br />
Time to recycle (with repair upgrade) 37.5s -> 25s<br />
<br />
*BE&NF Artillery tank <br />
recycle percentage - 40% -> 50%<br />
Time to recycle (with repair upgrade) 75s -> 60s<br />
<br />
<br />
<big>Changes of existing armors:</big><br />
*Composite Armor<br />
Regeneration 0.02 ==> 0.019<br />
<br />
*Capacitive Armor<br />
Damage to Heat 0.04 ==> 0.02<br />
<br />
Research moved to main branch of Electrical Engineering<br />
<br />
Research time 60 ==> 90<br />
<br />
*Absorbant Armor<br />
Bio damage modifier 0.45=>0.5<br />
<br />
*Deflective Armor<br />
Bio damage modifier 1=>0.85<br />
<br />
<br />
<big>Changes of existing engines:</big><br />
*Artillery Fission Reactor<br />
Heat Output at Idle 5==>2<br />
<br />
*All engines, except for standard/bio will be able to output 5% power when overheated.<br />
Fission 10% ==> 15%<br />
<br />
<br />
<big>Changes of infantry classes:</big><br />
*Scout<br />
Explosive Resist 0 ==> 0.1<br />
Infantry Mine Resist 0.1 ==> 0.3<br />
<br />
*Rifleman<br />
Infantry Mine Resist 0 ==> 0.25<br />
Infantry Bullet Resist 30% ==> 26%<br />
<br />
*Grenadier<br />
Explosive Resist 0.3 ==> 0.4<br />
Infantry Mine Resist 0 ==> 0.3<br />
<br />
*Engineer<br />
Explosive Resist 0 ==> 0.1<br />
Infantry Mine Resist 0 ==> 0.2<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Version/2.10.x&diff=9504Version/2.10.x2019-01-25T16:07:31Z<p>Deantwo: Category:Patch_Notes</p>
<hr />
<div>'''Script version: Crossfire'''<br />
<br />
== Version 2.10.0 ==<br />
''Initial release: 25th September 2016''<br />
<br />
=== Features ===<br />
None<br />
<br />
=== Bugfixes ===<br />
* A fix to hopefully address the "Enemy Too Near" bug that occurs.<br />
<br />
=== Non-code changes ===<br />
* Darker UI in general<br />
* New squad power icons<br />
* New nuke particle effect<br />
* Removed emp_noreturn<br />
* Removed duplicate sourcetest folder<br />
* New prop models<br />
<br />
=== Script changes ===<br />
* 3-slot Plasma CN cost 80->130 Damage 80->82 Speed 3000->3100 Gravity 0.4125->0.4 Exp Radius 325->300 <br />
* Cost of most vehicle weapons redone. (mostly increased) <br />
* Adding 2-slot plasma CN, creating separate research for 2-slot and 3-slot plasma CN. <br />
* HE CN explosion radius 450->425 <br />
* Vehicle speed drop. (very slightly) <br />
* Capacitive Damage to heat absorbed 0.045->0.04 <br />
* DUMG Projectile Spread 0.02->0.018 <br />
* 180mm&203mm arty buff. <br />
* Max ammo of NFHR and HMG will actually be multiples of clipsize. <br />
* SMG3 rework part 2 (buff) <br />
* NF med cost 150->170 <br />
* NF med max weight 1092->1077 <br />
* Guided ML speed 1200->1400 <br />
* Overall slight nerf for BEAR. <br />
* SMG2 headshot modifier 1.2->1.4 (same as SMG1) <br />
* Adding Bio Cannon. <br />
* HEMG damage 10.5->10 <br />
* Bio ML tweaks.<br />
<br />
[[Category:Patch_Notes]]</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Total_XP&diff=9501Total XP2019-01-25T13:16:14Z<p>Deantwo: Minor rewording. Added links.</p>
<hr />
<div>'''Total XP''' is a ranking system. The score from all games played on official servers will be added to a database and a rank will be shown the main menu of the game.<br />
<br />
==Earning Total XP==<br />
You earn Total XP on public servers. Once a game ends, all players that are in either [[NF]] or [[BE]] team add their score to their Total XP. Only up to 50 points can be earned per game.<br />
<br />
Total XP can only go up. If your score is negative at the end of a game you will earn 0 Total XP.<br />
<br />
===Team Change Penalty===<br />
Players that switched team during a match (including spectators) will get a score penalty at the end of the game.<br />
<br />
Joining a team after first having been a spectator results in a 50% reduction in Total XP gained.<br />
<br />
If you're part of either the [[BE]] or [[NF]] teams and you leave your team you get a 90% reduction in Total XP gained.<br />
<br />
===Auto-Assign Bonus===<br />
If you choose a specific team instead of autojoining you get a 25% XP reduction.<br />
<br />
==Rank==<br />
Your rank is shown in the lower left corner of the game's main menu. It is calculated by counting the number of players with lower Total XP than you. This means that the player ranked highest will have a rank equal to the number of players in the database.</div>Deantwohttps://wiki.empiresmod.com/index.php?title=Total_XP&diff=9494Total XP2019-01-25T12:19:04Z<p>Deantwo: Updated the page to make more sense. Need verification on a lot of it.</p>
<hr />
<div>'''Total XP''' is a ranking system. The score from all games played on official servers will be added to a database and a rank will be shown the main menu of the game.<br />
<br />
==Earning Total XP==<br />
You earn Total XP on public servers. Once a game ends, all players that are in either NF or BE add their score to their Total XP. Only up to 100 points can be earned per game.<br />
<br />
Total XP can only go up. If your score is negative at the end of a game you will earn 0 Total XP.<br />
<br />
===Team Change Penalty===<br />
Players that switched team during a match (including spec) will get a 50% score penalty at the end of the game.<br />
<br />
===Auto-Assign Bonus===<br />
Chosing "auto-assign" on the team selection menu will give you a small bonus to your Total XP.<br />
<br />
==Rank==<br />
Your rank is shown in the lower left corner of the game's main menu. It is calculated by counting the number of players with lower Total XP than you. This means that the player ranked highest will have a rank equal to the number of players in the database.</div>Deantwo