Version/2.36.x

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Home > Patch notes > Version/2.36.x

2.36.0

Release: (TBA)

Features

  • Added angle snapping to commander building placement. This shares a key bind with multi-unit selection. (Default key is shift.)
  • Added firing sounds to MG turrets.
  • Added emp_logic_playercount_listener entity.
    • This entity fires outputs when the player count changes. You can specify whether to search for Brenodi or Northern Faction players or both, and whether to check for just alive players or all players.

Bug fixes

  • Applied a potential fix for player muting via the scoreboard. When the server reaches enough players, player muting would stop working as intended.
  • Fixed squad heal not removing Bio damage over time effect properly.
  • Fixed an issue where squad recon would spot squad hidden players for longer than intended.
  • Fixed various issues where the game's code would skip over the last player when processing through all players in a full server. Unknown what bugs this may have caused.
  • Changed building smoke to always emit fire when the building is destroyed, instead of sometimes showing unbuilt/sabotage smoke.
  • Neutral tank turning now rotates around the tank's local axis instead of world space. This was causing strange behaviour when driving up/down slopes.
    • Neutral turn is no longer unconstrained in applying angular velocity. Prior to this version, angular velocity was set directly; instead of being applied as an angular force impacting the angular velocity. This will mean that tanks are no longer able to rotate beyond the capability of the force being applied.
  • Fixed minor issues with vehicle detection overlays. (Don't show for your own vehicle and for vehicle corpses.)
  • Fixed the emp_infantry_restrict team filters being inverted.
  • 3x Crashes have been fixed.
  • Fixed some minor issues in the vehicle hud. For example, no longer displaying the armor detection overlay for your own vehicle or dead vehicles.
  • Map info script parsing system has been refactored. This comes with a few benefits, one is that there is now a default minimap if no file is present. Another is that map info can be reloaded using the mapinfo_flushscript command. (client-side)

Other Changes

  • Added prop_sphere to the FGD and updated code to allow a radius to be set.
  • Added various team colored developer textures for use when designing maps. (materials/dev directory)
  • Added the emp_sv_forceteam CVAR, which will force all players to join either BE or NF if enabled.
  • Added the startResearched research script variable. Researches that have startResearched = 1 will already be researched when the game starts (if this is the correct team).
    • This allows specific maps to use the emp_sv_unresearch_item command to set the starting chassis as restricted (Jeep/APC/Light tank/AFV).
    • If there are no chassis available the vehicle menu will not open when players attempt to open it.
  • Changed all turret/camera/radar models to use metal surface property instead of default.

Script/Game Balance

  • Jumping stamina usage has been tweaked so that the stamina requirement to jump is 50% of the actual stamina deduction. In practice what this means is that a jump requires 10 stamina, but 20 stamina is actually removed. This should be less punishing when you have completely depleted your stamina, but still enforce the usual restrictions to combining sprinting and jumping while in combat.
    • Along side this change, stamina upgrade now reduces the amount of stamina deducted per jump by 1/4 instead of 1/3. Each jump will deduct 15 stamina instead of 13.3.