Version/2.35.x
Home > Patch notes > Version/2.35.x
2.35.0
Release: (TBA)
Features
- Added a screen overlay that is applied when players are afflicted with the damage over time effect of biological weapons.
- Changed the old scout hide screen darkening to use a screen overlay that is essentially a vignette effect instead of darkening the whole screen.
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. The 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. (This also affects keyboard input.)
- This means vehicles will effectively have 8.69% 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.
- Concussion grenades now only blind alive players.
- Various bug fixes to env_projectedtexture
- Also increased limit of env_projectedtexture entities from 1 per PVS to 9.
- Fixed a bug preventing the "raise on build" functionality of emp_eng_map_brush & emp_eng_map_model entities from working.
- Fixed a bug involving turrets spawned using the point_template. Turrets would try to upgrade beyond level 3 and would break completely.
Script/Game Balance
- Increased the radius of the engineer radar from 2000 -> 4000 units.
- Reduced the radius of the scout's auto-spotting from 5000 -> 3000 units.
Maps
con_eastborough
- Ticket issues resolved.
- Map description has been updated/fixed.
- Slight adjustments to one of the flags.
- Changed the lighting and atmosphere, added 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.