Version/2.11.x: Difference between revisions

From Empires Wiki
Jump to navigation Jump to search
mNo edit summary
 
Line 1: Line 1:
{{SitenavNested|:Change_Log|Patch notes}}
'''Script version: Devastation'''
'''Script version: Devastation'''



Latest revision as of 23:02, 6 August 2021

Home > Patch notes > Version/2.11.x
Script version: Devastation

Version 2.11.1

Released: 25 December 2016

Features

  • Voice pop-ups now display avatar and map coordinates.
  • Players can now execute specific binds for leading squads through editing squadleader.cfg
  • 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.
  • De-selection improvement for commander selection. Holding the ctrl key (default bind) and dragging a box over selected units will deselect them.
  • Commander recycle now sets the whole selection to one unified recycle state rather than reversing their current state.
  • Increased the speed of the animations used in the research menu, this should allow navigation of research trees to be twice as fast.
  • The squad menu now has a compass-like feature, the arrow directs you to your squad leader.
  • Added translation support to empires. Translation has started on the following languages:
    • Chinese (Traditional)
    • German
    • Polish
    • Russian
  • Added new sounds:
    • New Extended Range cannon sound with impact
    • New Bio Cannon sound with impact
    • New Building ambiance sounds for
      • Barracks
      • Vehicle Factory
      • Radar
    • New Reloading sounds for different types of missiles
    • New firing sound for missiles
    • Unique sound for impact of different missiles
  • Updated Sounds:
    • Updated all BE infantry weaponry
    • Updated all NF infantry weaponry
    • Updated all Grenade sounds
    • Updated HE cannon with impacts
    • Updated Artillery sound effects
      • 203mm and HE artillery
    • Updated Plasma cannon with impacts
    • Updated Railgun with impacts
    • Updated Tank engine sounds
    • Updated AFV/APC engine sounds
    • Updated Grenade Firing sounds from APC
    • Updated Chain Guns
    • Updated .50 cal MG
    • Updated Standard MG
    • Updated Bio MG
    • Updated HEMG
    • Updated Plasma MG
    • Updated Bullet impact sounds
      • On Metal
      • On Dirt
      • On Flesh
      • On Wood
      • On Concrete
      • On Glass
    • Re-added the old Main Menu theme
    • Updated Tutorial voice over
  • "Requesting air support" in F-menu replaced by "Requesting commander attention"
  • Added 8 achievements:
    • Back from the Dead
    • Drive Me Closer
    • Free Market
    • Just in Time
    • Never Give up, Never Surrender
    • Pacifist
    • Partybus
    • Quid Pro Quo Pro

Bugfixes

  • Fixed a bug where recycle was returning more resources than intended. Recycle percentages/times adjusted accordingly.
  • Fixed a bug where halted missiles weren't exploding. Causing instability with higher player counts and eventually causing the server to crash.
  • Fixed a crash with explosions occurring near emp_eng_map_brush entities.
  • Fixed an exploit related to crouching and stuck viewports.
  • Removed exploit using emp_gren_followProjectileView.
  • Fixed load order of hammer definition files.
  • Fixed warnings about unused EmpCloakProxy material.
  • Fixed some palm tree models missing collisions.
  • Commander under attack notification no longer plays when full damage is resisted.
  • Fixed crash on quit
  • Fixed crash on resize
  • Fixes for emp_isle by D.D.D. Destroyer:
    • Standardised health of bridges - 300 initial, 500 max [That's 3/5 RPGs to destroy]
    • Bridges now need to be built after they respawn [Each requires 100 charge with Repair Upgrade]
    • Southern bridge is now harmable only by Grenadiers, like the rest of them
    • Lowered some hovering trees back into the ground
    • Fix for palm trees missing their collision boxes

Non-code changes

  • Fixed the crate models missing from NF vehicle factory LOD models.
  • Fixed floating particles on NF radar model.
  • Added static versions of the imp_dropship models for use by mappers.
  • New particles for bio cannon and 2-slot plasma cannon.
  • New weapon and skill icons for the class selection/loadout menu.
  • Disabled default quit bind
  • New arrow/scrollbar textures added
  • Updated the HUD icons - repairing, recycling, calls for assistance, etc
  • New Commander HUD textures and buttons

Script changes

Script version name: "Devastation"


*Updated weapons/armors/researches description.

*Updated sound script.


New Researches:

  • "Enhanced Homing Missile AI"

"Parent" "Homing Missiles" "Time" "90"

  • "Enhanced Grenadier Missiles"

"Parent" "Upgraded Chassis" "Time" "45" Extra damage for Gren RPG : 30

  • "APCR Grenadier Missiles"

"Parent" "Advanced Chassis" "Time" "45" Extra damage for Gren RPG : 30

  • "Heavy-duty Missile Warhead"

"Parent" "Upgraded Missile Warhead" "Time" "120"

  • "Aerodynamic Shells"

"Parent" "Extended Range Cannon" "Time" "105"

  • "TOW Guided Missiles"

"Parent" "Guided Missiles" "Time" "120"

  • "Experimental Railgun"

"Parent" "Advanced Magnet Research" "Time" "90"

  • "Enlarged Explosive Shells"

"Parent" "Explosive Shells" "Time" "105"

  • "Virulent Shells"

"Parent" "Biological Cannon" "Time" "90"

  • "Virulent Warhead"

"Parent" "Biological Warhead" "Time" "75"


Changes of existing researches:

  • "Rail gun"

"Name" "Rail gun" --> "Overcharged Railgun" "Parent" "Experimental Railgun" "Time" "90"

  • "Upgraded Chassis"

Time 60==>120

  • "Advanced Chassis"

Time 180==>200

  • "Heavy Tank Chassis"

Time 180==>240


New vehicle weapons:

  • Improved Homing ML -- IH/ML

"Size" "3" "Cost" "140" "Damage" "55" "Speed" "2500" "Heat" "10" "Weight" "80" "Cycle Time" "1.0" "Clip Size" "7" "Total Ammo Clips" "6" "Reload Time" "5.0" "Explosion Radius" "100" "Missile Range" "6000" "Lock On Time" "0.3" "Lock On Radius" "0.42" "Lock Range Modifier" "0.000290" "Turning Ability" "3.15"

  • TOW Guided ML -- TOW-G/ML

"Size" "3" "Cost" "135" "Damage Type" "Missile" "Damage" "75" "Speed" "1550" "Heat" "8.5" "Weight" "80" "Cycle Time" "1.3" "Clip Size" "5" "Total Ammo Clips" "6" "Reload Time" "5.5"

"Explosion Radius" "115" "Missile Range" "6500" "Turning Ability" "1.85"

  • "Heavy-duty ML"

"Size" "3" //number of slots required when selecting weapons "Cost" "110" "Damage Type" "Missile" "Damage" "66" "Speed" "2650" "Heat" "8.5" "Weight" "80" "Cycle Time" "1.05" "Clip Size" "7" "Total Ammo Clips" "7" "Reload Time" "4" "Explosion Radius" "125"

  • Advanced Salvo ML -- A-S/ML

"Size" "3" //number of slots required when selecting weapons "Cost" "135" "Damage Type" "Missile" "Damage" "34" "Speed" "1800" "Heat" "3.75" "Weight" "80" "Clip Size" "6" "Total Ammo Clips" "10" "Reload Time" "2.85" "Projectile Spread" "1.75" "Explosion Radius" "100"

  • High Energy Plasma MG -- H-E Plasma MG

"Size" "3" "Cost" "100" "Damage Type" "GeneralPhysics" "Damage" "6" "Speed" "1000" "Heat" "1.1" "Weight" "55" "Cycle Time" "0.28" "Clip Size" "30" "Total Ammo Clips" "7" "Reload Time" "3.5" "Projectile Spread" "0.02" "Heat to Target" "1.9"

  • Thermobaric Cannon -- Thermo. CN

"Size" "3" //number of slots required when selecting weapons "Cost" "130" "Damage Type" "Explosive" "Damage" "77" "Speed" "3000" "Gravity" "0.4" "Heat" "13" "Weight" "70" "Cycle Time" "2.0" "Clip Size" "30" "Inertia" "2.75" "Explosion Radius" "425" "Explosion Force" "600"

  • Heavy-duty Ranged Cannon -- H/Ranged CN

"Size" "3" //number of slots required when selecting weapons "Cost" "135" "Damage Type" "Kinetic" "Damage" "67" "Speed" "3650" "Gravity" "0.08" "Heat" "8.5" "Weight" "75" "Cycle Time" "1.5" "Clip Size" "40" "Inertia" "0.5" "Explosion Radius" "150" "Explosion Force" "100"

  • Railgun (2-slot)

"Size" "2" //number of slots required when selecting weapons "Cost" "80" "Damage Type" "Kinetic" "Damage" "45" "Speed" "3700" "Gravity" "0.32" "Heat" "6" "Weight" "60" "Cycle Time" "1" "Clip Size" "35" "Inertia" "0" "Explosion Radius" "100"

  • Virulent Cannon (3-slot Bio cannon)

"Cost" "130" "Damage Type" "BioArt" "Damage" "70" "Speed" "3000" "Gravity" "0.37" "Heat" "15" "Weight" "80" "Cycle Time" "2.25" "Clip Size" "30" "Heat to Target" "0" "Inertia" "0.8" "Explosion Radius" "250" "Explosion Force" "170" "Player Bio Damage" "3" "Player Bio Time" "7" "Player Bio Interval" "1" "Vehicle Bio Damage" "7" "Vehicle Bio Time" "4" "Vehicle Bio Interval" "0.4"

  • "Virulent Warhead" (3-slot bio ML)

"Size" "3" "Cost" "125" "Damage Type" "Missile" "Damage" "53" "Speed" "1850" "Heat" "8" "Weight" "80" "Cycle Time" "3.0" "Clip Size" "4" "Total Ammo Clips" "4" "Reload Time" "6.0" "Projectile Spread" "0.5" "Heat to Target" "0" "Explosion Radius" "300" "Player Bio Damage" "5" "Player Bio Time" "10" "Player Bio Interval" "1" "Vehicle Bio Damage" "8" "Vehicle Bio Time" "10" "Vehicle Bio Interval" "0.5"

  • "HE HMG"

"Size" "3" "Cost" "125" "Damage Type" "BulletExplosive" "Damage" "13" "Heat" "3" "Weight" "55" "Cycle Time" "0.4" "Clip Size" "25" "Total Ammo Clips" "6" "Reload Time" "4" "Projectile Spread" "0.025" "Heat to Target" "0" "Explosion Radius" "200"


Changes of existing vehicle weapons:

  • DUMG

Clips 8 ==> 6

  • DUHMG

Clips 8 ==> 6 Weight 65 ==> 60

  • .50 cal HMG

Weight 65->60

  • 3-slot railgun

Name : Railgun ==> Overcharged Railgun Damage 50 ==> 53 Projectile speed 3600=>3800 Clip Size 30 ==> 35

  • Plasma Cannon

Damage 82 ==> 84

  • HE Cannon (2-slot)

Explosive Radius 425 ==> 400

  • Homing ML

Lock On Time 0.3 ==> 0.55

  • Guided ML (2-slot)

Cycle Time 1.2 ==> 1.25 Clip Size 5 ==> 4 Total Ammo Clips 4==> 6 Reload Time 5.5 ==> 5 Explosion Radius 110=>100 Missile Range 6000 ==> 5500

  • 180 mm Artillery Cannon

Explosion Force 500 ==> 3750

  • 203 mm Artillery Cannon

Explosion Force 500 ==> 4500

  • Ranged Artillery Cannon

Explosion Force 500 ==> 2500

  • HE Artillery Cannon

Explosion Force 500 ==> 3000

  • Bio cannon

Heat 11 ==> 13


Changes of existing infantry weapons:

  • BE Heavy Rifle

Max ammo 140==>120

  • Scout Rifle

Max ammo 80==>60

  • NF Heavy Rifle

Falloff 2000==>2200 Minimal Damage 40 ==> 42 StandingSpread 0.0050 ==> 0.0048 StandingSpreadIncrement 0.0060==>0.0055

  • Scout Rifle

Headshot Modifier 2 -> 2.5

  • BE Assault Rifle

IronsightJumpSpread 0.8 -> 0.83 IronsightStandSpread 0.8 -> 0.83 IronsightDuckSpread 0.8 -> 0.83 IronsightProneSpread 0.8 -> 0.83

  • HMG

Clip Size 75 ==> 125 Max Ammo 225==> 250 Falloff 1500==>2000 Minimal Damage 15==>18


Changes of existing vehicles:

  • NF Commander Vehicle

Health 1500==>1750 Engineer Heal 3==> 3.5 Max Front Armor 6==>7 Max Rear Armor 4==>5 Max Left Armor 5==>6 Max Right Armor 5==>6

  • NF Heavy Tank

Base Cost 760==>820 recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s

  • BE Heavy Tank

Base Cost 800==>850 recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s

  • NF Medium Tank

Max Weight 1077==>1067 recycle percentage - 40% -> 50%

  • BE Medium Tank

axleratio 0.6==>0.7 (More reverse power) recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 50s -> 45s

  • BE&NF Jeep

recycle percentage - 100% -> 50% Time to recycle (with repair upgrade) 15 -> 10s

  • NF Light Tank

recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 37.5s -> 30s

  • BE&NF APC

recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 37.5s -> 25s

  • BE&NF Artillery tank

recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s


Changes of existing armors:

  • Composite Armor

Regeneration 0.02 ==> 0.019

  • Capacitive Armor

Damage to Heat 0.04 ==> 0.02

Research moved to main branch of Electrical Engineering

Research time 60 ==> 90

  • Absorbant Armor

Bio damage modifier 0.45=>0.5

  • Deflective Armor

Bio damage modifier 1=>0.85


Changes of existing engines:

  • Artillery Fission Reactor

Heat Output at Idle 5==>2

  • All engines, except for standard/bio will be able to output 5% power when overheated.

Fission 10% ==> 15%


Changes of infantry classes:

  • Scout

Explosive Resist 0 ==> 0.1 Infantry Mine Resist 0.1 ==> 0.3

  • Rifleman

Infantry Mine Resist 0 ==> 0.25 Infantry Bullet Resist 30% ==> 26%

  • Grenadier

Explosive Resist 0.3 ==> 0.4 Infantry Mine Resist 0 ==> 0.3

  • Engineer

Explosive Resist 0 ==> 0.1 Infantry Mine Resist 0 ==> 0.2