Version/2.33.x: Difference between revisions
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== 2.33.1 == | == 2.33.1 == | ||
<small>'''Release: (TBA)'''</small> | <small>'''Release: (TBA)'''</small> | ||
=== Features === | |||
* Implemented a system that checks which player body parts are blocked by other objects before applying explosion damage. | |||
** Explosion damage and Bio DoT now scales based on the mass of the objects blocking each body part. (Bio Dot is only changed for explosions, Bio MG is unaffected) | |||
** Each body part is checked separately and scales the damage for that part depending on the blocking object's mass. | |||
*** This uses the same mass checking system as was previously in the game, only that now each part is checked and scaled separately. Previously there was a single check done using the detection raycast that detected the player being visible to the explosion. | |||
*** For reference the system scales the damage based on objects of 0-350 mass. 350+ kg objects will block all of the damage. (Player mass is 85kg, turrets are 280kg. This is here just to provide an example.) | |||
{| style="margin-left:4em;text-align:center" class="wikitable" | |||
|- | |||
! Body part !! Maximum damage percentage loss | |||
|- | |||
| Chest || 40% | |||
|- | |||
| Head || 20% | |||
|- | |||
| Feet || 20% | |||
|- | |||
| Left Arm || 10% | |||
|- | |||
| Right Arm || 10% | |||
|} | |||
=== Bug fixes === | === Bug fixes === | ||
* Updated the Source Engine SDK Base files to the latest version. | * Updated the Source Engine SDK Base files to the latest version. | ||
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* Standardized core entity names to match other official maps. | * Standardized core entity names to match other official maps. | ||
* Fixed the env_sun entity not displaying because of bad entity settings. | * Fixed the env_sun entity not displaying because of bad entity settings. | ||
==== Minor update to emp_coast ==== | ==== Minor update to emp_coast ==== | ||
* Remade all clip brushes/comm/engy restrict brushes | * Remade all clip brushes/comm/engy restrict brushes | ||
** Fixed various exploit spots | ** Fixed various exploit spots | ||
* Standardized core entity names with other official maps. | * Standardized core entity names with other official maps. | ||
==== Minor update to emp_mvalley ==== | ==== Minor update to emp_mvalley ==== | ||
* Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible. | * Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible. | ||
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=== Script/Game Balance === | === Script/Game Balance === | ||
Script changes are visible via the [https://git.empiresmod.com/empires_public/empires_scripts/-/commits/develop empires_scripts] repo on our | Script changes are visible via the [https://git.empiresmod.com/empires_public/empires_scripts/-/commits/develop empires_scripts] repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed. | ||
==== Infantry weapons ==== | |||
* Both shotguns now have a FalloffEnd value of 7500, they were previously mismatched. (Previously BE was 5000, NF was 10000; This was unintentional.) | |||
==== Vehicle chassis ==== | ==== Vehicle chassis ==== | ||
* Reduced BE AFV Max Weight by 10 | * Reduced BE AFV Max Weight by 10 | ||
* Reduced NF Light Tank Max Weight by 10 | * Reduced NF Light Tank Max Weight by 10 | ||
* Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which side took damage) | * Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which armor side took damage) | ||
** NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model. | ** NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model. | ||
** Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this. | ** Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this. |
Revision as of 09:35, 11 September 2021
Home > Patch notes > Version/2.33.x
2.33.1
Release: (TBA)
Features
- Implemented a system that checks which player body parts are blocked by other objects before applying explosion damage.
- Explosion damage and Bio DoT now scales based on the mass of the objects blocking each body part. (Bio Dot is only changed for explosions, Bio MG is unaffected)
- Each body part is checked separately and scales the damage for that part depending on the blocking object's mass.
- This uses the same mass checking system as was previously in the game, only that now each part is checked and scaled separately. Previously there was a single check done using the detection raycast that detected the player being visible to the explosion.
- For reference the system scales the damage based on objects of 0-350 mass. 350+ kg objects will block all of the damage. (Player mass is 85kg, turrets are 280kg. This is here just to provide an example.)
Body part | Maximum damage percentage loss |
---|---|
Chest | 40% |
Head | 20% |
Feet | 20% |
Left Arm | 10% |
Right Arm | 10% |
Bug fixes
- Updated the Source Engine SDK Base files to the latest version.
- Identified and resolved an issue causing Half-Life 2: Lost Coast content to be missing in the server packages. (Both Windows/Linux)
Maps / Level design
Minor update to emp_canyon
- Fixed Cubemaps not being built when the map was last published.
- All player/vehicle clip brushes have been remade, increasing accuracy in order to prevent players from using exploits to reach the top of the hills.
- B4 hill is now player/vehicle clipped and has restrictions in place for placing buildings.
- Standardized core entity names to match other official maps.
- Fixed the env_sun entity not displaying because of bad entity settings.
Minor update to emp_coast
- Remade all clip brushes/comm/engy restrict brushes
- Fixed various exploit spots
- Standardized core entity names with other official maps.
Minor update to emp_mvalley
- Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible.
Script/Game Balance
Script changes are visible via the empires_scripts repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed.
Infantry weapons
- Both shotguns now have a FalloffEnd value of 7500, they were previously mismatched. (Previously BE was 5000, NF was 10000; This was unintentional.)
Vehicle chassis
- Reduced BE AFV Max Weight by 10
- Reduced NF Light Tank Max Weight by 10
- Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which armor side took damage)
- NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model.
- Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this.
Vehicle engines
- APC Engines' cooling has been reduced by 1.
- Heavy Tank Engines' cooling has been increased by 1.
- Removed researchable Artillery Engines as they served little purpose, standard engine has been adjusted to fit its new purpose and to be more fragile (with penalties).
- Stalling Penalties have been changed to be less impactful for armor hits and more impactful for some hull hits and generally reduced stall on heat threshold penalties.
- Horsepower Health Penalty has been increased slightly.
- Bio Diesel has been tweaked so it's no longer "unstoppable".
Vehicle weapons
- Removed High-Explosive Heavy Machine Gun
- Artillery weapons have been slightly rebalanced.
- The trajectory of artillery projectiles have been adjusted.
- Weight, Damage, cycle time and heat have also been adjusted.