Version/2.27.x: Difference between revisions

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* Optimised some of the client-side code for drawing missile lock-on.
* Optimised some of the client-side code for drawing missile lock-on.
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.
* Fixed turrets not shooting at all types of npcs
* Fixed roadkills not crediting npc kills correctly


=== Scripts/Game Balance===
=== Scripts/Game Balance===

Revision as of 00:52, 31 December 2019

2.27.2

Release: SoonTM

Features

  • Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)
  • Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary

Bug fixes

  • Changed guided/homing missiles to become "dumb" missiles when out of guided/homing range, reduces load on server.
  • Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.
  • Fixed "start locked" spawn flag from func_rot_button.
  • Fixed a bug preventing vehicles from getting overheated.
  • Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.
  • Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing.
  • Fixed a crash in the class loadout vgui panel.
  • Fixed a crash in the commander's research vgui panel.
  • Fixed crash related to ragdolls.
  • Fixed crash when drawing debug circles.
  • Fixed homing sound spamming every tick on clients instead of looping.
  • Fixed HUD missile lock-on icon positioning overlapping the ammo counter.
  • Fixed smoothing groups not working on detail brushes.
  • Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)
  • Moved cursor to text field when editing chat rather than random spot on screen.
  • Optimised some of the client-side code for drawing missile lock-on.
  • Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.
  • Fixed turrets not shooting at all types of npcs
  • Fixed roadkills not crediting npc kills correctly

Scripts/Game Balance

  • Squad Charge cost 3->2
  • Armor regeneration delay reduced from 5 seconds to 4 seconds.
  • Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1
  • Fixed default vehicle presets which no longer work because of changes in 2.27.1
  • Rifleman HMG FalloffEnd 2500->5000. It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.
  • Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.
  • Reduced Grenadier Mortar explosion radius 210->200
  • Removed unused aircraft resist values in building scripts.
  • Restructed cost of artillery tanks, cost is now based more on the equipped weapon:
    • Base chassis cost 725->375
    • 180mm Artillery Cannon cost 60->250
    • 203mm Artillery Cannon cost 80->350
    • HE Artillery Cannon cost 90->600
    • Ranged Artillery Cannon cost 100->750
  • .50 cal MG weight 50->40
  • Medium Chain Gun weight 65->60
  • Buffs to Plasma MG and plasma HMG:
    • Plasma MG
      • Damage 5->7.5
      • Falloffstart 5000->0
      • Falloffend 10000->7000
      • MinimalDamage 3->4
    • Plasma HMG
      • Damage 6->10
      • Heat 1.4->2.2
      • Clip Size 30->35
      • Heat To Target 2.3->2.5
      • Falloffstart 5000->0
      • Falloffend 10000->7000
      • MinimalDamage 4->5
  • Slight buff to Homing missiles:
    • Homing ML
      • (Base) Lock-on time 0.55->0.25
      • Lock Range Modifier 0.0005->0.00055 (Lock-on timer increases by this multiplied by distance to target)
    • Improved Homing ML
      • (Base) Lock-on time 0.3->0.1
      • Lock Range Modifier 0.00045->0.00048 (Lock-on timer increases by this multiplied by distance to target)
  • Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.
    • Vehicle recycle amounts have been tweaked to reflect this change.
  • Vehicle armor skill damage reduction reduced from 15% to 12%

Other changes

  • Added .vmt files required for glow outline effects.
  • Max setting for 'emp_sv_vehicle_fadeout_time' reduced from 500 seconds to 400 seconds.
  • Removed 'emp_sv_player_revive_penalty' and 'emp_sv_player_revive_stamina_penalty' cvars.
  • Removed unused cloaking parameters from various .vmt files.
  • Removed zoom_sensitivity_ratio default setting in infantry.cfg

2.27.1

Release: 03/11/2019

Features

  • Reverted the feature that would swap to engineer tool when pressing use on building.
  • Added volume control command for voices "snd_voicevolume".
  • Grenadier bots now aim at the correct position on tanks.
  • Re-added main menu button sounds, courtesy of Universum.
  • Added a max travel time in seconds before missiles will explode.
  • Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).
    • This feature is turned on by setting "emp_sv_antigrief_build_vehicles 1" on the server.

Bug fixes

  • Fixed players being able to press use on map spawned entities when dead.
  • Fixed two crashes caused by the vehicle HUD.
  • Fixed two crashes in the vehicle customization menu.
  • Fixed a crash relating to engineer turret health displayed on the HUD.
  • Fixed a texture seam in the empsky_sunset1 skybox texture.
  • Fixed a bug which made players appear to be standing when they first enter a jeep.
  • Fixed an auto-balance bug preventing players from joining specific teams/spectator.
  • Altered the NF jeep collision model to be more accurate.

Map changes

Cyclopean

  • New skybox, tweaked lighting
  • Added 3D skybox fog gradient texture
  • Added vehicle clip ramps to roadsides in the south and east, and in city center
  • Fixed texture and brush seams in C5
  • Slightly adjusted terrain at the ends of bridges
  • Added bollards to bridge sidewalks
  • Moved railings on the southern bridge to match the setup of the eastern bridge
  • Adjusted misaligned fence in eastern city


Scripts/Game Balance

  • Simplified vehicle weapon script by removing missile variables from non-missile weapons.
  • Increased RPG damage against building by 40% (about 2.5hp/shot)
  • Bio Diesel Heat Capacity 125->130
  • Changes to sticky grenades:
    • Reduced Stun Grenade's Grenade's damage against buildings (except walls) and infantry by 40%.
    • Increase Sticky & Stun Grenade's damage against walls by 285%. (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)
    • Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.
  • Max missile travel time changes:
    • Infantry RPG -> 5 Seconds
    • Upgraded ML -> 5 Seconds
    • Heavy-duty ML -> 5 Seconds
    • ML turret -> 10 Seconds
    • Nuclear Missile -> 20 Seconds
    • All other missiles - > 10 Seconds