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{{SitenavNested|:Change_Log|Patch notes}}
{{SitenavNested|:Change_Log|Patch notes}}
== 2.39.1 ==
{{FuturePatch}}
<small>'''Release: (TBA)'''</small>
=== Features ===
* Further adjustments to the visibility system introduced in 2.39.0:
** Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)
** Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.
** The mini-map is now disabled for the unassigned team.
=== Bugfixes ===
* Fixed vehicle damage hit-ticks not displaying.
=== Script/Game Balance ===
==== Infantry ====
* Damage resistance against biological damage over time effects have been removed.
** Grenadier reduced from 0.1 to 0
** Rifleman reduced from 0.05 to 0
** Scout reduced from 0.1 to 0
===== Weapons =====
Rebalanced ammo capacities across all classes to better reflect their combat roles.
'''Scout:''' Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.
* SMG1 ammo increased from 50 to 105
* SMG2 ammo decreased from 200 to 120
* SMG3 ammo decreased from 60 to 42
* BE Pistol 2 ammo decreased from 28 to 21
* NF Shotgun Pistol ammo decreased from 12 to 10
* Machine Pistol ammo decreased from 72 to 45
'''Rifleman:''' Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.
* BE Heavy Rifle ammo decreased from 160 to 120
* BE Pistol 2 ammo decreased from 28 to 21
* NF Shotgun Pistol ammo decreased from 12 to 10
* Machine Pistol ammo decreased from 72 to 45
* Seismic Grenade ammo decreased from 5 to 3
'''Grenadier:''' Receives extra pistol ammo as it's their only ballistic weapon choice, compensating for their focus on explosive ordnance.
* Pistol 1 ammo decreased from 72 to 60
* BE Pistol 2 ammo decreased from 56 to 35
* NF Shotgun Pistol ammo increased from 12 to 14
* Machine Pistol ammo increased from 72 to 75
'''Engineer:''' Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.
* SMG1 ammo decreased from 140 to 70
* SMG2 ammo decreased from 160 to 80
* SMG3 ammo decreased from 48 to 28
* Pistol 1 ammo decreased from 36 to 28
* BE Pistol 2 ammo decreased from 28 to 14
* NF Shotgun Pistol ammo decreased from 12 to 8
* Shotgun ammo decreased from 24 to 16
* Machine Pistol ammo decreased from 54 to 30
==== Vehicle ====
===== Weapons =====
* Railgun
** Armor penetration damage reduced from 20% to 15%.
== 2.39.0 ==
== 2.39.0 ==
<small>'''Release: (2025-11-30)'''</small>
<small>'''Release: (2025-11-30)'''</small>
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** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/
** For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/


=== Updated the resource income display on the HUD and mini-map: ===
* Updated the resource income display on the HUD and mini-map:
* Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).
** Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).
** Decimal places are hidden entirely if the value is a whole number.
** Decimal places are hidden entirely if the value is a whole number.
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.
** Slightly increased the width of the top-right HUD panel to accommodate the extra digits.
* Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.
** Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.


=== Bugfixes ===
=== Bugfixes ===
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** Minimal Damage reduced from 18 to 14
** Minimal Damage reduced from 18 to 14
** FalloffEnd reduced from 10000 to 5000
** FalloffEnd reduced from 10000 to 5000
** Clip Size reduced from 12 to 14
** Clip Size increased from 12 to 14
** Reduced overall accuracy
** Reduced overall accuracy


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** Repair Station Heal (Hull) 75 -> 5
** Repair Station Heal (Hull) 75 -> 5
** Repair Station Repair (Armor) 0.25 -> 0.025
** Repair Station Repair (Armor) 0.25 -> 0.025
[[Category:Patch Notes]]

Latest revision as of 14:09, 3 December 2025

Home > Patch notes > Version/2.39.x

2.39.1

This patch has not yet been released
The information in this section is preliminary and subject to change, including the addition and removal of entire sections.

Release: (TBA)

Features

  • Further adjustments to the visibility system introduced in 2.39.0:
    • Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)
    • Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.
    • The mini-map is now disabled for the unassigned team.

Bugfixes

  • Fixed vehicle damage hit-ticks not displaying.

Script/Game Balance

Infantry

  • Damage resistance against biological damage over time effects have been removed.
    • Grenadier reduced from 0.1 to 0
    • Rifleman reduced from 0.05 to 0
    • Scout reduced from 0.1 to 0
Weapons

Rebalanced ammo capacities across all classes to better reflect their combat roles.

Scout: Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.

  • SMG1 ammo increased from 50 to 105
  • SMG2 ammo decreased from 200 to 120
  • SMG3 ammo decreased from 60 to 42
  • BE Pistol 2 ammo decreased from 28 to 21
  • NF Shotgun Pistol ammo decreased from 12 to 10
  • Machine Pistol ammo decreased from 72 to 45

Rifleman: Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.

  • BE Heavy Rifle ammo decreased from 160 to 120
  • BE Pistol 2 ammo decreased from 28 to 21
  • NF Shotgun Pistol ammo decreased from 12 to 10
  • Machine Pistol ammo decreased from 72 to 45
  • Seismic Grenade ammo decreased from 5 to 3

Grenadier: Receives extra pistol ammo as it's their only ballistic weapon choice, compensating for their focus on explosive ordnance.

  • Pistol 1 ammo decreased from 72 to 60
  • BE Pistol 2 ammo decreased from 56 to 35
  • NF Shotgun Pistol ammo increased from 12 to 14
  • Machine Pistol ammo increased from 72 to 75

Engineer: Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.

  • SMG1 ammo decreased from 140 to 70
  • SMG2 ammo decreased from 160 to 80
  • SMG3 ammo decreased from 48 to 28
  • Pistol 1 ammo decreased from 36 to 28
  • BE Pistol 2 ammo decreased from 28 to 14
  • NF Shotgun Pistol ammo decreased from 12 to 8
  • Shotgun ammo decreased from 24 to 16
  • Machine Pistol ammo decreased from 54 to 30

Vehicle

Weapons
  • Railgun
    • Armor penetration damage reduced from 20% to 15%.

2.39.0

Release: (2025-11-30)

Features

  • Updated the resource income display on the HUD and mini-map:
    • Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).
    • Decimal places are hidden entirely if the value is a whole number.
    • Slightly increased the width of the top-right HUD panel to accommodate the extra digits.
    • Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.

Bugfixes

  • Fixed a server crash relating to the command vehicle being unexpectedly removed.
  • Fixed a server crash relating to maps that spawn buildings without an initial team being set.
  • Fixed a bug with capture points awarding victory to the incorrect team.
  • Fixed a problem with ablative armor's HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.
  • Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.

Script/Game Balance

Infantry Weapons

  • SMG3 (NF Heavy Carbine)
    • Damage reduced from 32 to 30
    • Minimal Damage reduced from 18 to 14
    • FalloffEnd reduced from 10000 to 5000
    • Clip Size increased from 12 to 14
    • Reduced overall accuracy

Vehicle Armors

  • Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.
  • Regenerative
    • Increased Regeneration from 3/s to 4/s
  • Absorbant
    • Increased Speed to Damage Reduction from -0.00007 to -0.0001
  • Capacitive
    • Reduced Damage to Heat from 0.05 to 0.02
    • Reduced Speed to Damage Modifier from 0.000035 to 0
  • Ablative
    • Increased Damage to Heat from 0 to 0.01
      • This is something all armors have, it was forgotten until now
  • Deflective
    • Reduced Angle Modifier Damage Reduction from 1 to 0.8

Vehicle Engines

  • Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.
    • This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)
  • Fission
    • Reduced Heat at Max from -4 to -3
  • Bio Diesel
    • Increased Cooling by 0.25
  • 3 Phase
    • Reduced Heat Output at Max from 4 to 3

Vehicle Weapons

  • Nuclear Warhead
    • Increased Weight from 150 to 180
    • Increased Heat from 75 to 100
  • Railgun
    • Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)
  • Salvo Homing Missiles
    • Heat from 5 to 4

Other changes

  • Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).
  • Reduced the rate at which the repair station repairs the armor and hull of command vehicles.
    • Repair Station Heal (Hull) 75 -> 5
    • Repair Station Repair (Armor) 0.25 -> 0.025