Version/2.35.x: Difference between revisions

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=== Bug fixes ===
=== Bug fixes ===
* Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled.
* Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also effects keyboard input.)
** This means vehicles will effectively mean that have 8% increased throttle. This is unlikely to have a big impact on game balance.
* Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage.
* Various bug fixes to env_projectedtexture
** Also increased limit of env_projectedtexture entities from 1 per PVS to 9.


=== Script/Game Balance ===
=== Script/Game Balance ===
=== Maps ===
* con_eastborough
** Ticket issues resolved.
** Map description has been updated/fixed.
** Slight adjustments to one of the flags.
** Changed the lighting and atmosphere - weather effects.
* as_escort
** 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds)
** Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach.
** Fixed some exploit spots around the first flag by tweaking the player clip brushes.
=== Other/Misc ===
* Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts.
** This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games.
* Updated the Empires FGD with various fixes and additions.
** Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected.
** Added various autovisgroup definitions for ease of hiding/selecting entities in hammer.
** Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed.
** Updated and improved the FGD definition for env_projectedtexture.


[[Category:Patch_Notes]]
[[Category:Patch_Notes]]

Revision as of 04:41, 20 April 2023

Home > Patch notes > Version/2.35.x

2.35.0

Release: (TBA)

Features

Bug fixes

  • Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled.
  • Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also effects keyboard input.)
    • This means vehicles will effectively mean that have 8% increased throttle. This is unlikely to have a big impact on game balance.
  • Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage.
  • Various bug fixes to env_projectedtexture
    • Also increased limit of env_projectedtexture entities from 1 per PVS to 9.

Script/Game Balance

Maps

  • con_eastborough
    • Ticket issues resolved.
    • Map description has been updated/fixed.
    • Slight adjustments to one of the flags.
    • Changed the lighting and atmosphere - weather effects.
  • as_escort
    • 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds)
    • Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach.
    • Fixed some exploit spots around the first flag by tweaking the player clip brushes.

Other/Misc

  • Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts.
    • This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games.
  • Updated the Empires FGD with various fixes and additions.
    • Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected.
    • Added various autovisgroup definitions for ease of hiding/selecting entities in hammer.
    • Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed.
    • Updated and improved the FGD definition for env_projectedtexture.