Version/2.31.x: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
(6 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{SitenavNested|:Change_Log|Patch notes}} | |||
== 2.31.2 == | == 2.31.2 == | ||
<small>'''Release: (2021/03/27)'''</small> | <small>'''Release: (2021/03/27)'''</small> | ||
Line 382: | Line 225: | ||
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs | https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs | ||
[[Category:Patch_Notes]] |
Latest revision as of 02:14, 11 February 2022
Home > Patch notes > Version/2.31.x
2.31.2
Release: (2021/03/27)
Features
- Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).
- Also increased their scale very slightly as of last patch.
Bug fixes
- Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))
- Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.
- Fixed vehicle preset ordering to fix issues with commander interface dropdowns.
- Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.
- Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)
Script/Game Balance
Vehicle Armors
- Composite
- Increased Cost from 30 to 40.
Vehicle Weapons
Machine Guns
- Standard Machine Gun
- Decreased Heat from 1 to 0.8
- Increased Reload Time from 3.5 to 4
- .50cal Machine Gun
- Decreased Heat from 0.8 to 0.6
- Decreased Weight from 50 to 45
- Increased Clip Size from 70 to 80
- Increased Total Ammo Clip from 4 to 5
- Increased Reload Time from 6.8 to 7
- Decreased Projectile Spread from 0.013 to 0.01
- .50cal Heavy Machine Gun
- Decreased Cost from 95 to 90
- Decreased Damage from 23 to 20
- Decreased Cycle Time from 0.06 to 0.045
- Increased Clip Size from 110 to 120
- Increased Total Ammo Clips from 4 to 6
- Increased Reload Time from 7.5 to 9
- Decreased Projectile Spread from 0.013 to 0.008
- Chain Gun
- Decreased Damage from 14 to 13
- Increased Heat from 0.35 to 0.7
- Decreased Weight from 50 to 40
- Increased Cycle Time from 0.04 to 0.06
- Decreased Clip Size from 125 to 100
- Increased Total Ammo Clips from 3 to 4
- Medium Chain Gun
- Decreased Cost from 70 to 60
- Increased Heat from 0.45 to 0.7
- Decreased Weight from 65 to 50
- Increased Cycle Time from 0.035 to 0.045
- Decreased Clip Size from 175 to 150
- Increased Total Ammo Clips from 3 to 5
- Decreased Projectile Spread from 0.03 to 0.0275
- Standard Machine Gun
Cannons
- Standard Cannon
- Reduced Heat from 10 to 9
- Ranged Cannon
- Decreased Cost from 85 to 80
- High-Explosive Cannon
- Decreased Cost from 80 to 70
- Decreased Gravity from 0.4125 to 0.4
- Increased Weight from 60 to 70
- Plasma Cannon
- Decreased Cost from 130 to 110
- Decreased Gravity from 0.4 to 0.35
- Railgun
- Decreased Cost from 160 to 120
- Biological Cannon
- Decreased Cost from 130 to 100
- Decreased Gravity from 0.37 to 0.35
- Decreased Projectile Spread from 1 to 0.5
- Decreased Explosion Radius from 200 to 150
- Increased Vehicle Bio Time from 4.25 to 5
- Increased Vehicle Bio Interval from 0.4 to 0.5
- Increased Infantry Bio Damage from 3 to 4
- Decreased Infantry Bio Time from 7 to 5
- Decreased Infantry Bio Interval from 1 to 0.5
- Standard Cannon
Missiles Launchers
- Standard Missile Launcher
- Increased Weight from 30 to 40
- Decreased Cycle Time from 1.2 to 1.1
- Upgraded Missile Launcher
- Decreased Heat from 8 to 6.5
- Increased Explosion Radius from 100 to 150
- Biological Missile Launcher
- Increased Heat from 6 to 12
- Nuclear Missile Launcher
- Increased Cost from 140 to 200
- Guided Missile Launcher
- Increased Heat from 7.5 to 9
- Homing Missile Launcher
- Decreased Cost from 140 to 100
- Increased Damage from 55 to 60
- Decreased Lock Range Modifier from 0.00029 to 0.0002
- This means it increases the time it takes to lock onto a target by 0.2s by 1000 units
- Standard Missile Launcher
- Grenade Launchers
- Biological Grenade Launcher
- Decreased Cost from 60 to 50
- Increased Weight from 40 to 50
- Increased Damage from 30 to 40
- Decreased Cycle Time from 2.5 to 2
- Decreased Heat from 14 to 13
- Increased Total Ammo Clips from 4 to 5
- Decreased Grenade Timer from 6 to 3
- Increased Player Bio Damage from 10/s for 3s to 10/s for 4s
- Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s
- Biological Grenade Launcher
Vehicle Engines
- Bio Diesel
- All Chassis
- Decreased Heat At Max from 1 to 0
- All Chassis
Research
- High Caliber Rounds (.50cal)
- Moved from Projectile Physics to Electrical Engineering
- Increased Cost from 180 to 240
- Increased time from 45 to 60
- Advanced Machining
- Increased Cost from 360 to 600
- Increased Time from 90 to 120
- Composite Armored
- Increased Cost from 480 to 600
- Gas Turbine
- Increased Cost from 360 to 450
Chassis
- Armored Fighting Vehicle
- Increased Available Weight from 320 to 330
2.31.1
Release: (2021/03/20)
Features
- Player names and revive icons now follow ragdolls correctly rather than staying at the death location.
- Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.
- Revive icon is now red for team mates and yellow for squad mates.
- Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)
- Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.
- Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.
- Tweaked position of ammo/health request icons along with the squad member icon.
Bug fixes
- Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.
- Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.
- Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)
Script/Game Balance
Vehicle Handling
- Armored Fighting Vehicle
- Reduced Max Steering at Slow Speed from 50 to 45
- Armored Personnel Carrier (NF)
- Reduced Max Steering at Slow Speed from 40 to 35
- Medium Tank (BE)
- Increased Max Steering at Fast Speed from 10 to 12
Research
- Plasma Cannon Projectile
- Increased Cost from 240 to 360
- Increased Time from 60 to 90
- Plasma Tipped Rounds
- Increased Cost from 240 to 360
- Increased Time from 60 to 90
- Upgraded Missile Warhead
- Reduced Cost from 360 to 240
- Reduced Time from 90 to 60
- Salvo Missile Launcher (NEW)
- Cost = 180
- Time = 45
- Guided Missiles
- Reduced Cost from 360 to 240
- Reduced Time from 90 to 60
- Chemical Dispersion (NEW)
- Cost = 120
- Time = 60
- Contains Biological Warhead
- Contains Biological Grenades (NEW)
- Cost = 120
- Time = 30
- Projectile Coating (NEW)
- Cost = 120
- Time = 60
- Contains Biological Projectile
- Reduced Cost from 360 to 240
- Reduced Time from 90 to 60
- Contains Biological Cannon
- Upgraded Chassis
- Increased Cost from 480 to 600
- Medium Tank Chassis
- Increased Cost from 360 to 450
- Artillery Tank Chassis
- Increased Cost from 480 to 600
- Advanced Chassis
- Reduced Time from 150 to 120
- Heavy Tank Chassis
- Reduced Time from 180 to 120
- Reduced Cost from 720 to 600.
Armors
- Increased Composite Cost from 20 to 30.
Weapons
- Biological Warhead
- Reduced Player Bio Damage from 5 to 4
- Reduced Player Bio Time from 10 to 8
- Reduced Player Bio Interval from 1 to 0.5
- Increased Vehicle Bio Damage from 7 to 8
- Reduced Vehicle Bio Time from 10 to 8
- Biological Grenade Launcher (NEW)
- Removed Weapons
- Machine Guns
- Plasma Machine Gun (2 slot)
- Cannons
- Plasma Cannon (3 slot)
- Heavy-duty Ranged Cannon (3 slot)
- Thermobaric Cannon (3 slot)
- Biological Cannon (2 slot)
- Missiles
- Heavy-duty Missile Launcher (3 slot)
- Virulent Missile Launcher (3 slot)
- Advanced Salvo Missile Launcher (3 slot)
- TOW Guided Missile Launcher (3 slot)
- Homing Missile Launcher (2 slot)
- Salvo Homing Missile Launcher (3 slot)
- Machine Guns
Infantry Weapons
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs