Version/2.15.x: Difference between revisions
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{{SitenavNested|:Change_Log|Patch notes}} | |||
== 2.15.11 == | |||
''Release: 2018-10-05'' | |||
=== Bugfixes === | |||
* Fixed issue with mismatched server and client files. | |||
== 2.15.10 == | |||
''Release: 2018-10-02'' | |||
=== Bugfixes === | |||
* Rank point increases are normal again. | |||
* ML turrets now aim at the correct spot on the repair pad. | |||
== 2.15.9 == | |||
=== Bugfixes === | |||
* Fixed a very rare situation where engineer charge could go below zero. | |||
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations. | |||
* Fixed the first revive of the game giving players all their ammo back. | |||
* Fixed issue with vbsp.exe resulting in broken cubemaps. | |||
=== Features === | |||
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed. | |||
* Allow sprinting in water again, but only if the player isn't completely submerged. | |||
* Added a cvar to control e-repair speed: '''emp_sv_player_erepair_speed''' | |||
* Added a cvar to control how much health a player has after being revived: '''emp_sv_player_revive_health_penalty''' | |||
* Added a cvar to control how much stamina a player has after being revived: '''emp_sv_player_revive_stamina_penalty''' | |||
=== Model changes === | |||
* Added homing_beacon attachments to both repair station models. | |||
* Tweaked collisions on NF Armory to fix the parts you could walk into. | |||
=== Balance changes === | |||
* e-repair speed lowered from 200 health units per minute to '''150''' | |||
=== Map changes === | |||
* Fixed cubemaps on various maps | |||
** Coast | |||
** Crossroads | |||
** Cyclopean | |||
** District 402 | |||
** Duststorm | |||
** Glycen City | |||
** Mvalley | |||
** Palmbay | |||
** Streets of Fire | |||
** Urban Chaos | |||
==== Coast ==== | |||
* Clipped off a potential stuck spot south of NF main | |||
* Behind the scenes optimisation | |||
** vvis time down from just under 30 minutes to under 2 minutes | |||
==== Crossroads ==== | |||
* Fixed reflections on tower roofs | |||
==== Escort ==== | |||
* Updated with a forgotten yet newer version | |||
==== Glycen City ==== | |||
* Updated to misplaced, newer version | |||
* Fixed final flag for each team not appearing on the minimap | |||
==== Mvalley ==== | |||
* Fixed exploit where players could get under the concrete bridge leading to BE main | |||
* Fixed exploit where players could drop from dam refinery building roof into its window | |||
* Disabled placement of engineer walls inside dam refinery building and near its northern exits | |||
* Adjusted several misaligned textures around dam | |||
** Should you find more, do report them | |||
==== Streets of Fire ==== | |||
* Clipped off exploit points around BE main | |||
* Plain glass windows are now breakable | |||
* Disabled shadows on trees | |||
** Their shadows caused visual issues | |||
* Lighting adjustments in NW and tunnels | |||
* Behind the scenes optimisation | |||
** vvis time below 20 minutes! | |||
=== Script changes === | |||
* Modified vehicle presets | |||
** Default presets for basic vehicles contain default items, making them buildable without any customizing | |||
** Added several extra presets for every vehicle | |||
== 2.15.8 == | |||
=== Features === | |||
* Spanish translation by Joy | |||
=== Bugfixes === | |||
* Fixed trailing '1' after research completion message. | |||
* Reinstated stamina and health bars for players inside vehicles | |||
=== Map changes === | |||
==== Coast ==== | |||
* Added AI navigation mesh | |||
* Changed amount of players required to capture the flag from 1 to 2 | |||
* Fixed incorrect shadow near middle | |||
* Fixed broken cubemap near the southeastern refinery | |||
* Minor behind the scenes optimisation | |||
==== Cyclopean ==== | |||
* Brightened LDR lighting | |||
==== Duststorm ==== | |||
* Adjusted fog to not blind at long range | |||
* Tweaked tonemap controller | |||
==== Streets of Fire ==== | |||
* Tweaked shadows - trees and other tall objects should now have them | |||
* Fixed elevator in B5 | |||
* Disabled ladders leading to rooftops near main bases | |||
* Unified render distance for foliage along the A2-D2 street | |||
* Minor behind the scenes optimisation | |||
== 2.15.7 == | |||
=== Bugfixes === | |||
* Fixed issue which crashed the linux dedicated server on startup | |||
== 2.15.6 == | |||
=== Features === | |||
* Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over. | |||
=== Bugfixes === | |||
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing | |||
* Fixed missing localization strings in the research menu | |||
* Fixed railgun being automatically researched | |||
* Fixed a bug with buildings trying to block parts of the nav-mesh before it was loaded | |||
=== Map changes === | |||
''' Crossroads ''' | |||
* Moved rock cluster near western NF checkpoint to make driving a little easier | |||
* Disabled Engineer restrict brushes in middle | |||
* Re-allowed all Engineer buildables | |||
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings | |||
* Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within | |||
* Generated a navigation mesh for AI | |||
* Replaced some complex brush-based details with Propper-made models | |||
** Railing section above NF main (called railing01) | |||
** Pipe section from middle's eastern and western building (called pipe_large02) | |||
== 2.15.5 == | |||
=== Bugfixes === | |||
* Fixed pipe_large01 model preventing maps with it from compiling | |||
=== Map changes === | |||
''' Crossroads ''' | |||
* Minor graphical improvements | |||
* Sewed misaligned displacements near the eastern and western buildings | |||
** Should prevent edge case scenarios getting players stuck while traversing | |||
* Reinstated missing railing section in NF main | |||
* Added player clips to northern and southern buildings | |||
** Smoother stair traversal should make for easier shooting | |||
* Fixed NF western checkpoint's ramp logic | |||
** Ramps should no longer hover above the ground | |||
* Added vehicle clips to potholes around the map | |||
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled | |||
* Added rocks blocking vehicle access to walkways along checkpoints | |||
== Version 2.15.4 == | |||
=== Bugfixes === | |||
* Fixed translation issue with unresearched tech | |||
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it. | |||
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed. | |||
== Version 2.15.3 == | |||
=== Bugfixes === | |||
* Fixed armor translations | |||
* Fixed engine translations | |||
=== Features === | |||
* [[Bots_and_NPCs | NPCs]] | |||
== Version 2.15.2 == | |||
=== Features === | |||
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]]) | |||
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]]) | |||
=== Changes === | |||
* mp_chattime increased from 20 to 45 | |||
* Modified mapcycle.txt to better suit low population games | |||
* Updated maplist.txt to contain all working maps | |||
=== Bugfixes === | |||
* Added background to stamina(sprint) bar. | |||
* Fixed issue with squadlead.cfg not executing when receiving squadlead. | |||
* Fixed issues with translations. | |||
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina. | |||
* Fixed issues with hitting players in vehicles. | |||
=== Map changes === | |||
''' Crossroads ''' | |||
* Removed building restricts from main base walls | |||
''' Cyclopean ''' | |||
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner | |||
* Tweaked displacements and their textures in NW | |||
* Raised commander restrict brushes on main base walls to allow turret placement | |||
* Modified shadow_control entity to improve shadows | |||
''' District 402 ''' | |||
* Adjusted some player clip ramps to ensure all stairs have smooth traversal | |||
* Moved overlays on a building in D7 so that they are not in between two different surfaces | |||
''' Glycen City ''' | |||
* Reduced tickets to 3000 for each side | |||
* Fixed incorrect door entity origins that prevented the map from compiling | |||
* Minor behind the scenes optimisation | |||
''' Mvalley ''' | |||
* Removed comm_restrict brushes from dam ramps | |||
* Raised map border grid to the top of the skybox so that commanders see it too | |||
* Increased resource income for main base refineries to 2x | |||
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them | |||
* Modified shadow_control entity to improve shadows | |||
''' Palmbay ''' | |||
* Re-enabled props inside the shack in middle | |||
* Re-enabled tonemap controller | |||
** This should make the map more bearable in HDR | |||
''' Streets of Fire ''' | |||
* Behind the scenes optimisation | |||
** Compile time down from 8+ hours to 2 hours | |||
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map | |||
* Disabled easter egg | |||
* Normalised refinery income - all refineries generate 2 resources per second | |||
* Lowered trees in the central park to no longer float | |||
* Tweaked shadow_control entity | |||
** Please report any and all shadow issues you come across | |||
''' Urbanchaos ''' | |||
* Lowered floating crates at BE 1st flag | |||
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag | |||
* Shrunk the size of 1st NF flag to not extend past the crates in the west | |||
* Modified shadow_control entity to give more accurate shadows | |||
== Version 2.15.1 == | == Version 2.15.1 == | ||
=== Features === | === Features === | ||
Line 117: | Line 357: | ||
=== Script Changes === | === Script Changes === | ||
* Normalized melee damage | *Normalized melee damage | ||
* Fixed engine inconsistencies | **BE Machine Pistol | ||
***Damage 50->40 | |||
***Cycle Time 0.5->0.4 | |||
**BE Pistol 1 | |||
***Damage 70->40 | |||
***Cycle Time 0.5->0.4 | |||
**BE Pistol 2 | |||
***Cycle Time 0.5->0.4 | |||
**BE SMG 1 | |||
***Cycle Time 0.5->0.55 | |||
**BE SMG 2 | |||
***Cycle Time 0.5->0.55 | |||
**NF Pistol 1 | |||
***Damage 70->40 | |||
***Cycle Time 0.5->0.4 | |||
**NF Shot Pistol | |||
***Cycle Time 0.5->0.4 | |||
**NF SMG 1 | |||
***Cycle Time 0.5->0.55 | |||
**NF SMG 2 | |||
***Cycle Time 0.5->0.55 | |||
**NF SMG 3 | |||
***Cycle Time 0.5->0.55 | |||
*Infantry weapon tweaks | |||
**NF Heavy Rifle | |||
***Damage 43->45 | |||
***FalloffEnd 5250->7000 | |||
***Minimal Damage 35->33 | |||
**BE Assault Rifle | |||
***FalloffEnd 8000->6000 | |||
***Minimal Damage 22->20 | |||
*Vehicle weapon tweaks | |||
**UML | |||
***Damage 60->62 | |||
***Speed 2500->2600 | |||
**Heavy-duty ML | |||
***Damage 66->68 | |||
***Speed 2650->2750 | |||
*Fixed engine inconsistencies | |||
**APC | |||
***Gas Turbine | |||
****HorsePower 1050->1190 | |||
**LT/AFV | |||
***Gas Turbine | |||
****HorsePower 2500->2700 | |||
**Medium Tank | |||
***Gas Turbine | |||
****HorsePower 2000->2700 | |||
***3 Phase Electric | |||
****HorsePower 2000->2500 | |||
**Heavy Tank | |||
***Gas Turbine | |||
****HorsePower 2000->2700 | |||
***3 Phase Electric | |||
****HorsePower 2000->2500 | |||
**Artillery Tank | |||
***Gas Turbine | |||
****Reverse Speed 20->23 | |||
****HorsePower 2000->2700 | |||
***3 Phase Electric | |||
****Reverse Speed 20->25 | |||
****HorsePower 2000->2500 | |||
***Fission Reactor | |||
****Reverse Speed 20->24 | |||
***Advanced Coolant Engine | |||
****Reverse Speed 20->22 | |||
[[Category:Patch_Notes]] |
Latest revision as of 23:02, 6 August 2021
Home > Patch notes > Version/2.15.x
2.15.11
Release: 2018-10-05
Bugfixes
- Fixed issue with mismatched server and client files.
2.15.10
Release: 2018-10-02
Bugfixes
- Rank point increases are normal again.
- ML turrets now aim at the correct spot on the repair pad.
2.15.9
Bugfixes
- Fixed a very rare situation where engineer charge could go below zero.
- Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.
- Fixed the first revive of the game giving players all their ammo back.
- Fixed issue with vbsp.exe resulting in broken cubemaps.
Features
- emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.
- Allow sprinting in water again, but only if the player isn't completely submerged.
- Added a cvar to control e-repair speed: emp_sv_player_erepair_speed
- Added a cvar to control how much health a player has after being revived: emp_sv_player_revive_health_penalty
- Added a cvar to control how much stamina a player has after being revived: emp_sv_player_revive_stamina_penalty
Model changes
- Added homing_beacon attachments to both repair station models.
- Tweaked collisions on NF Armory to fix the parts you could walk into.
Balance changes
- e-repair speed lowered from 200 health units per minute to 150
Map changes
- Fixed cubemaps on various maps
- Coast
- Crossroads
- Cyclopean
- District 402
- Duststorm
- Glycen City
- Mvalley
- Palmbay
- Streets of Fire
- Urban Chaos
Coast
- Clipped off a potential stuck spot south of NF main
- Behind the scenes optimisation
- vvis time down from just under 30 minutes to under 2 minutes
Crossroads
- Fixed reflections on tower roofs
Escort
- Updated with a forgotten yet newer version
Glycen City
- Updated to misplaced, newer version
- Fixed final flag for each team not appearing on the minimap
Mvalley
- Fixed exploit where players could get under the concrete bridge leading to BE main
- Fixed exploit where players could drop from dam refinery building roof into its window
- Disabled placement of engineer walls inside dam refinery building and near its northern exits
- Adjusted several misaligned textures around dam
- Should you find more, do report them
Streets of Fire
- Clipped off exploit points around BE main
- Plain glass windows are now breakable
- Disabled shadows on trees
- Their shadows caused visual issues
- Lighting adjustments in NW and tunnels
- Behind the scenes optimisation
- vvis time below 20 minutes!
Script changes
- Modified vehicle presets
- Default presets for basic vehicles contain default items, making them buildable without any customizing
- Added several extra presets for every vehicle
2.15.8
Features
- Spanish translation by Joy
Bugfixes
- Fixed trailing '1' after research completion message.
- Reinstated stamina and health bars for players inside vehicles
Map changes
Coast
- Added AI navigation mesh
- Changed amount of players required to capture the flag from 1 to 2
- Fixed incorrect shadow near middle
- Fixed broken cubemap near the southeastern refinery
- Minor behind the scenes optimisation
Cyclopean
- Brightened LDR lighting
Duststorm
- Adjusted fog to not blind at long range
- Tweaked tonemap controller
Streets of Fire
- Tweaked shadows - trees and other tall objects should now have them
- Fixed elevator in B5
- Disabled ladders leading to rooftops near main bases
- Unified render distance for foliage along the A2-D2 street
- Minor behind the scenes optimisation
2.15.7
Bugfixes
- Fixed issue which crashed the linux dedicated server on startup
2.15.6
Features
- Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over.
Bugfixes
- Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing
- Fixed missing localization strings in the research menu
- Fixed railgun being automatically researched
- Fixed a bug with buildings trying to block parts of the nav-mesh before it was loaded
Map changes
Crossroads
- Moved rock cluster near western NF checkpoint to make driving a little easier
- Disabled Engineer restrict brushes in middle
- Re-allowed all Engineer buildables
- Blocked vehicle traversal of cliff paths leading to north and south middle buildings
- Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within
- Generated a navigation mesh for AI
- Replaced some complex brush-based details with Propper-made models
- Railing section above NF main (called railing01)
- Pipe section from middle's eastern and western building (called pipe_large02)
2.15.5
Bugfixes
- Fixed pipe_large01 model preventing maps with it from compiling
Map changes
Crossroads
- Minor graphical improvements
- Sewed misaligned displacements near the eastern and western buildings
- Should prevent edge case scenarios getting players stuck while traversing
- Reinstated missing railing section in NF main
- Added player clips to northern and southern buildings
- Smoother stair traversal should make for easier shooting
- Fixed NF western checkpoint's ramp logic
- Ramps should no longer hover above the ground
- Added vehicle clips to potholes around the map
- They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled
- Added rocks blocking vehicle access to walkways along checkpoints
Version 2.15.4
Bugfixes
- Fixed translation issue with unresearched tech
- Made artillery recoil weaker than the brakes. Added emp_sv_artillery_recoil_multiplier to control it.
- Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.
Version 2.15.3
Bugfixes
- Fixed armor translations
- Fixed engine translations
Features
Version 2.15.2
Features
- Added clientside ability to map chat commands starting with an exclamation mark. ( emp_chatcommand_bind )
- Added (optional) admin list that allows players to execute commands without having to know the rcon password. ( emp_admin_add )
Changes
- mp_chattime increased from 20 to 45
- Modified mapcycle.txt to better suit low population games
- Updated maplist.txt to contain all working maps
Bugfixes
- Added background to stamina(sprint) bar.
- Fixed issue with squadlead.cfg not executing when receiving squadlead.
- Fixed issues with translations.
- Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.
- Fixed issues with hitting players in vehicles.
Map changes
Crossroads
- Removed building restricts from main base walls
Cyclopean
- Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner
- Tweaked displacements and their textures in NW
- Raised commander restrict brushes on main base walls to allow turret placement
- Modified shadow_control entity to improve shadows
District 402
- Adjusted some player clip ramps to ensure all stairs have smooth traversal
- Moved overlays on a building in D7 so that they are not in between two different surfaces
Glycen City
- Reduced tickets to 3000 for each side
- Fixed incorrect door entity origins that prevented the map from compiling
- Minor behind the scenes optimisation
Mvalley
- Removed comm_restrict brushes from dam ramps
- Raised map border grid to the top of the skybox so that commanders see it too
- Increased resource income for main base refineries to 2x
- Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them
- Modified shadow_control entity to improve shadows
Palmbay
- Re-enabled props inside the shack in middle
- Re-enabled tonemap controller
- This should make the map more bearable in HDR
Streets of Fire
- Behind the scenes optimisation
- Compile time down from 8+ hours to 2 hours
- Added vehicle clip brushes to clipped areas to disallow 9mining out of the map
- Disabled easter egg
- Normalised refinery income - all refineries generate 2 resources per second
- Lowered trees in the central park to no longer float
- Tweaked shadow_control entity
- Please report any and all shadow issues you come across
Urbanchaos
- Lowered floating crates at BE 1st flag
- Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag
- Shrunk the size of 1st NF flag to not extend past the crates in the west
- Modified shadow_control entity to give more accurate shadows
Version 2.15.1
Features
- Improved weapon descriptions
- Update to research item descriptions
- Artillery now uses lag predicted shells
- Packed files into vpks for faster disk access
- Changed falloff system to be easier to tweak
- Made a lot of strings translatable.
- Added sv_pure support for most assets.
- Added research item translation strings (name and descriptions, this means the following are now translatable)
- Plasma-Resistant Shell Coating
- Dedicated Plasma Cannon
- Projectile Physics
- Aerodynamic Shells
- Heavy-Duty Ranged Cannon
- Thermobaric Shells
- Thermobaric Cannon
- Expanded Missile Launcher
- Heavy-Duty Missile Warhead
- Enhanced Grenadier Missiles
- Mobile Industrial Electromagnets
- Overcharged Railgun
- Enhanced Homing AI
- Upgraded Homing Missiles
- Guiding Signal Boosters
- TOW GUided Missiles
- Incubator Missiles
- Virulent Warhead
- Biological Cannon
- Incubator Tanks
- Virulent Shells
- Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)
- Research Index
- Superheated Material Physics
- Nuclear Fission
- Fission Reactor
- Deflective Armor
- High Explosive Grenades
- High Explosive Shells
- Improved Warhead Compounds
- Upgraded Missile Warhead
- Absorbant Armor
- Mechanical Engineering
- Upgraded Chassis
- Advanced Chassis
- Advanced Machining
- Composite Armor
- Electrical Engineering
- Advanced Magnet Research
- 3 Phase Electric Motor
- Capacitive Armor
- Reactive Armor
- Tracking Systems
- Upgraded Turrets Lvl 2
- Upgraded Turrets Lvl 3
- Regenerative Armor
- Biological Weaponry
- Biological Projectile
- Added emp_ungrief command
Bugfixes
- Fixed crash on exit
- Fixed shells no longer highlighting when using artillery feedback
- Fixed engineer kit ammo dropping below zero.
Map Changes
- Cyclopean:
- Adjusted displacements around NW
- This removes a visual 'leak' under the southern NW refinery
- This makes it slightly easier to get up on the hill in the southeastern corner of NW
- Adjusted displacements in city
- This prevents climbing an unintuitively climbable area in the southeastern corner
- Fixed skybox fog density
- It's no longer a wall of grey until you get very close to a map border
- Fixed displacement sticking through terrain in BE main
- Kudos to anyone else who noticed that one
- Fixed displacements sticking through terrain in NF main
- Fixed an exploit where you could climb a hill into the NF main
- Fixed (some) textures being needlessly rendered in northwest
- If you find any others, post on the forums and they will be fixed
- Adjusted displacements around the southern bridge to prevent seeing under the map
- New 2D skybox
- New lighting
- Please report any lighting issues you notice
- New fog
- Adjusted displacements around NW
- District402:
- Preparing the map for AI players:
- Broadened staircase to BE 4th flag
- Slightly tweaked detail crates near BE 1st and 3rd flag
- Moved BE resupply boxes at BE 3rd flag
- Slightly moved poles near NF 1st and 4th flag
- Added [disabled] bot spawners
- Behind the scenes optimisation efforts
- Fixed exploit where BE 2nd flag could be captured from outside its building
- Added automatic attack/move targets that indicate the current objective
- Tweaked stairs to allow for smooth traversal instead of jumpy climbing
- Preparing the map for AI players:
- Mvalley:
- Added a border grid akin to duststorm to better visualise the edge of the map
- Added a missing commander restrict brush on BE's dam ramp
- Urbanchaos:
- Decompiled to get editable source files
- This might have caused unforeseen errors within the map. Please report any bugs you find
- Fixed 1st BE flag dimensions
- It is no longer capturable from the western side of the barricades
- Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it
- Fixed exploit where players could traverse along a sheer wall near BE 2nd flag
- Fixed some missewn displacements
- Rotated NF resupply crates near NF 1st flag to face the correct direction
- Added sky viscluster in an attempt to improve performance
- Behind the scenes optimisation
- Decompiled to get editable source files
Script Changes
- Normalized melee damage
- BE Machine Pistol
- Damage 50->40
- Cycle Time 0.5->0.4
- BE Pistol 1
- Damage 70->40
- Cycle Time 0.5->0.4
- BE Pistol 2
- Cycle Time 0.5->0.4
- BE SMG 1
- Cycle Time 0.5->0.55
- BE SMG 2
- Cycle Time 0.5->0.55
- NF Pistol 1
- Damage 70->40
- Cycle Time 0.5->0.4
- NF Shot Pistol
- Cycle Time 0.5->0.4
- NF SMG 1
- Cycle Time 0.5->0.55
- NF SMG 2
- Cycle Time 0.5->0.55
- NF SMG 3
- Cycle Time 0.5->0.55
- BE Machine Pistol
- Infantry weapon tweaks
- NF Heavy Rifle
- Damage 43->45
- FalloffEnd 5250->7000
- Minimal Damage 35->33
- BE Assault Rifle
- FalloffEnd 8000->6000
- Minimal Damage 22->20
- NF Heavy Rifle
- Vehicle weapon tweaks
- UML
- Damage 60->62
- Speed 2500->2600
- Heavy-duty ML
- Damage 66->68
- Speed 2650->2750
- UML
- Fixed engine inconsistencies
- APC
- Gas Turbine
- HorsePower 1050->1190
- Gas Turbine
- LT/AFV
- Gas Turbine
- HorsePower 2500->2700
- Gas Turbine
- Medium Tank
- Gas Turbine
- HorsePower 2000->2700
- 3 Phase Electric
- HorsePower 2000->2500
- Gas Turbine
- Heavy Tank
- Gas Turbine
- HorsePower 2000->2700
- 3 Phase Electric
- HorsePower 2000->2500
- Gas Turbine
- Artillery Tank
- Gas Turbine
- Reverse Speed 20->23
- HorsePower 2000->2700
- 3 Phase Electric
- Reverse Speed 20->25
- HorsePower 2000->2500
- Fission Reactor
- Reverse Speed 20->24
- Advanced Coolant Engine
- Reverse Speed 20->22
- Gas Turbine
- APC