Change Log (2.8-2.25): Difference between revisions

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+ Scout silencer not working.
+ Scout silencer not working.
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[[Category:Patch_Notes]]

Revision as of 23:17, 25 January 2019

Empires 2.8.0 "Asymptote"
April 6, 2016

* Bugfixes: 
Crash when spawning an APC, if you fire the MG immediately after constructing it
Comm crash fix
Commander can once again place buildings near enemy walls, engineer cameras & radars, and unbuilt buildings
Reverted unintentional change, so that vehicle weapons aim towards the crosshair again, rather than parallel to your aiming direction (dual cannons still work)
Fixed exploit building through the walls of emp_canyon, by reinstating a check from 2.6.9 that was missing
Reverted unintentional change; you can now build through ammo crates again (and multiplayer physics props)
The squad popup back in your face every round, because we just can't trust you to remember
Fixed building underwater and through world, found in 2.8.0 beta
Fix vehicles not being forced out of vehicle factory on creation.
Removed emp_gauntlet descriptions since that map is gone
Map description file for emp_noreturn

* Balancing changes for "Asymptote"
For years, there have been only 1~2 usable armors. We would like each armor to have its own special trait that makes it a decent option to research under different circumstances; to that end, we've modified capacitive, absorbant and reflective, as well as bio MG and plasma MG, to better suit the strategic commander. We've also buffed railguns and nerfed walls to make for a faster endgame. Artillery is back, baby! The new 180mm Artillery Cannon packs a much better punch than before. See the full changelog below.

* Other code fixes:
8 traces in cilinder to establish evenness of terrain; draw traces that fail
No more building placement on top of buildings/players/vehicles.
Arty Max Weight 870->855  Health 150->125
Reduced collision radii of all buildings to fit snugly around the model, allowing the ramps on all buildings to stick out and overlap. Added OffsetZ of 10 for all buildings to enable placement on not quite even terrain (except for walls, those weren't touched)
Added building_flushscript cheat, to allow you to keep the game running while adjust building collision bounds
Added con command to give a team resources, only usable by server admins; "emp_give_resources"
Added cl_mute_all_comms to mute chat as well as voice.
Don't count player dropped buildings towards the max turret limit.
Disabled stripping symbols for server for better sourcemod support
Rename Assault class to Scout.
DefaultLightmapScale is now 64; this is a setting for new brushes created in hammer, and was requested by DocRabbit; it does not change how existing maps will compile
A player's ticket usage is also incremented for first spawn, as they use a ticket anyway.
Save player stats when they spawn and are killed.
Re-added building hints, reimplemented much simpler than the old ones, and properly scaling to screen size
Updated the Source SDK with the latest code from the TF and HL2 branches. (now on 0d8dceea431 in the Source SDK, latest commit)

* Non-code fixes:
New models for Brenodi engineer camera and radar, courtesy of Smithy.
emp_streetsoffire: Fixed misaligned overlay outside BE main. Change contributed by D.D.D. Destroyer.
emp_district402: Fixes flag model for be 3rd flag using the wrong emp_cap_point
Add a template map for new mappers: SteamApps\common\Empires\empires\mapsrc\emp_template.vmf
Change starting armor in emp_glycencity to absorbant instead of budget.
Replaced the broken "test microphone" textures.

* Semantic versioning:
We're now using semantic versioning as described on http://semver.org/
The major version number is 2, and is bumped whenever we change so much that the game is fundamentally different.
The minor version number is 8, and is bumped for any change that requires both server and client to update
The patch version number is 0, and is bumped for any change that does not require an update to remain compatible - so, only crash fixes.

See the forums for more discussion on our versioning system.

In addition to semantic versioning, which is useful for server owners and devs mostly, each future version will maintain a name for the current balancing (or "scripts"), with an optional suffix to indicate small tweaks or (potentially major) bugfixes. This also helps for beta testers to know what balancing they are testing.

* More detailed balancing changelog:
HEMG Damage 11 -> 10.5
Reflective->Deflective (thanks Mr.X), also corrected a typo (absorbant).
Bio MG rework, more single shot dmg, longer cycle time, much shorter bio dmg interval.
Plasma MG rework, lower heat gen & heat to enemy, longer cycle time, higher damage.
Angle modifier 1->0.95 & 10% shell/missile/MG resist for Deflective, 15% MG resist for Absorbant.
HML dmg 45->52 clipsize 6->7 reload time 6->5 SHML lock time1.5->1.2 total clip 6->7
5% shell/missile resist for Deflective, 15% vehicle MG resist for Absorbant.
Capacitive cost 15->20
Capacitive rework, more hp, no degen, negative angle modifer, increased bio dmg.
Absorbant health 60->66
Explosion force 100000 -> 70000, less flipping.
Artillery cannon rework, higher "alpha" damage, lower DPM. Higher radius except for ranged. (2.8.1 buffed the range for the small and medium arty)
wall resist against kinetic/missile 0.95->0.925, everything else 0.97->0.94 (mortar and seismics unchanged); NB; effective strength against tanks halved
Always spawn with max ammo for BEHR.
Reactive weight 20->18
HMG Stamina drain decreased significantly, slight damage buff.
Abs bio damage modifier 0->0.3
DUMG/DUHMG spread 0.04->0.03
Regen health 60->70 Regen 0.067->0.07
Composite cost 15->20, reason same as Deflective.
Deflective cost 15->20, this is to make cheaper armor stands out.
NFHR rework, damage buff, slightly increased cycle time, better standing acc, lower crotch/prone acc.
BEAR rework, damage & accuracy buff, slightly longer cycle time.
NF&BE ref now have same resists.
Budget armor removal.
Rail gun damage 45->50
Absorbant cost 12->4
DUMG damage 4->5    DUHMG damage 6->8
Coolant engine buff; +10% heat dissipation, -25% heat output at max

Empires 2.7.1
February 17, 2016

---------------------
Empires 2.7.1 Changes

Building previews now also print the reason why they cannot be built in their current position on screen, next to the building, which is colored according to the "main" reason. When outside of range, many of the reasons are not shown, to prevent scanning unexplored territory with a building preview to find enemies or enemy buildings. Also, it is no longer disallowed to have a building preview active when there are not enough resources for the building. This means you can have a building positioned beforehand, to place it the exact moment the resources come in.
don't always show the squad menu; only if you have to wait for commandervote AND have enough teammates
Added release notes since 2011

fixed NF barracks rotation
fixed revive bug; revive wouldn't work in some areas of some maps due to buffer overflow
fixed wall preview remaining after leaving command view
fixed inability to bind semicolon key to commands
fixed inconsistent wall height for small walls
fixed MG attachment origin
fixed collision meshes on BE barracks, armory and VF
fixed BE mine cooking (consistent with NF; you can click and hold to play the animation while in a safe spot, and then release the mousebutton to drop the mine immediately)
fixed bug; Holding shift and dropping buildings quickly allows you to drop more buildings than you can afford
fixed news panel; uses the main websites news archive page
fixed various causes of undefined behaviour
fixed many assert failures, so that debug builds can run properly
fixed a lot of the compiler warnings (generated by Visual Studio, gcc and PVS)
fixed shader building on windows
fixed brenodi heavy tank's dual cannons going off at an angle
swap: gave binocs to scout (no longer "Assault", armour to rifleman)

Balance changes:
Nerfed NF heavy slightly; Max Weight 1396 -> 1366, plates on all sides 7 -> 6
BE pistol2; 9% less damage; doubled time between shots; decreased headshot damage modifier -25%; made 17% more accurate while standing, 10% more accurate while ducking
NF shotty pistol deals 9% less damage; .5 s between shots to prevent double-click instakill; increased minimal damage 22%
made both smg1's less accurate; 25% when standing, 23% when crouched, 26% less accurate while prone
(Upgraded) Grenade launcher weight 50 -> 40, explosion radius of UGL decreased 10%
HEMG weight 30 -> 40
DUMG weight 30 -> 40; DUHGM weight 50 -> 70
.50 cal MG weight 70 -> 50; HMG weight 90 -> 65
Lowered max weight of NF&BE APCs by 45 (approx. 5%)
all APC engines are 10 weight
nerfed reflective hp 10% (80 -> 72)

Hotfixes:
2.7.1 - crash when you click immediately after spawning an APC

Empires 2.6.9
June 27, 2015

---------------------
Empires 2.6.9 Changes

Fixed
Fixed LoDs for NF barracks causing walls to disappear

Changed
Improved handling for jeeps and AFV, courtesy of Lazybum
New version of emp_escort, courtesy of complete_lamer
New NF jeep model, courtesy of Redskull
Plasma Cannon Heat Generated: 8 -> 20

Infantry Weapons

All changes courtesy of Spike

SMG2
Accuracy Upgrade Modifier: 0.7 -> 0.85
Standing Spread Max: 0.04 -> 0.05
Shotty Pistol
Falloff: 350 -> 250
Spread increased slightly (0.06 -> 0.07)
NFAR
Clip Size: 25 -> 30
Accuracy Upgrade Modifier: 0.9 -> 0.85
Ducking Spread Increment: 0.0035 -> 0.0036
NFHR
Damage: 42 -> 48
CycleTime: 0.14 -> 0.22
Minimal Damage: 35 -> 38
Ducking Spread Increment: 0.006 -> 0.0010
Prone Spread Increment: 0.0050 -> 0.0010
Ducking horizontal kick increased

Empires 2.6.8
May 10, 2015

---------------------
Empires 2.6.8 Changes

Weapon names

--NF
-Heavy smg -> Heavy carbine

Research 

-Removed cost to all tank chassis

--Advanced Machining 
-time to research 120 -> 60 

Vehicle weapons 

--plasma mg 
-heat to target 0 -> 2
-rounds in clip 200 -> 100 

--plasma cannon
-heat to target 0 -> 10

--HEMG
-clip size 50 -> 25


Infantry Weapons

-new iron sights for BEAR - NFAR - NFHR

--smg2
-max spread (standing) 0.05 -> 0.04
-decreased spread per shot (standing) 0.08 -> 0.09

--smg3
-clip size 30 -> 20
-lowered kick slightly
-weapon spread (crouched) 0.008 -> 0.007
-spread per shot (crouched) 0.007 -> 0.006

--nfar
-damage 35 -> 38
-min damage 30 -> 25
-spread per shot (standing) 55 -> 50
-spread per shot (crouched) 45 -> 35
-spread per shot (prone) 38 -> 30


Empires 2.6.7(a)
May 4, 2015

---------------------
Empires 2.6.7 Changes

Fixed

Fixed the quick start menu

Changed

Reverted vehicle handling to as it was in 2.6.5
Improved NF barracks

Script Changes

Infantry Classes

Scout ("Assault" In-Game)
Added Scout Rifle (NF & BE)
Removed SMG1 (BE)
Rifleman
Added pistol2 (BE)

Infantry Weapons

SMG1 (NF & BE)
Damage 25 -> 30
SMG2 
Damage 35 -> 30
CycleTime 0.085 -> 0.075
Damage Head Modifier 1.4 -> 1.2
clip_size 30 -> 35
Spread Significantly Changed (Generally Decreased)
Shotty Pistol
Damage 12 -> 22
Bullets 16 -> 9
CycleTime 0.2 -> 0.18
MeleeDamage 70 -> 40
Machinepistol
Damage 25 -> 22
CycleTime 0.07 -> 0.075
Falloff 900 -> 800
MinimalDamage 18 -> 10
Damage Head Modifier 1.8 -> 2
MeleeDamage 70 -> 50
Spread Significantly Changed (Generally Decreased)
pistol2
CycleTime 0.20 -> 0.13
Falloff 1000 -> 1200
MinimalDamage 25 -> 35
Damage Head Modifier 1.8 -> 2
MeleeDamage 70 -> 40
StandingSpreadDecrement 0.05 -> 0.04
Kick Significantly Changed (Generally Increased)
Scout Rifle (NF & BE)
MinimalDamage 30 -> 60
Damage Head Modifier 1.8 -> 2
HMG (NF & BE)
Damage 20 -> 25
Bullets 2 -> 1
Falloffbase 0.9 -> 0.75
Falloff 1000 -> 1500
MinimalDamage 5 -> 15
Damage Head Modifier 1.2 -> 2
clip_size 200 -> 75
Spread, Kick & Stamina Penalty Significantly Changed
BEAR
Damage 54 -> 30
CycleTime 0.23 -> 0.070
Falloff 3000 -> 2500
Falloffbase 0.65 -> 0.90
Minimal Damage 40 -> 20
SemiAutomatic 1 -> 0
Damage Head Modifier 2 -> 1.5
Damage Limb Modifier 1 -> 0.7
clip_size 12 -> 20
Spread & Kick Significantly Changed
NFAR
Damage 35 -> 40
CycleTime 0.070 -> 0.090
MinimalDamage 15 -> 30
clip_size 30 -> 25
StandingSpreadIncrement 0.0046 -> 0.0055
DuckingSpreadIncrement 0.0042 -> 0.0045
NFHR
Damage 20 -> 45
Bullets 3 -> 1
CycleTime 0.23 -> 0.14
Falloff 3000 -> 2000
Falloffbase 0.65 -> 0.75
Minimal Damage 15 -> 35
clip_size 15 -> 12
Spread & Kick Significantly Changed

Patch 2.6.7a:

Fixed a texture issue with the NF Barracks
Removed concs from the Assault
NFHR Damage: 45 -> 42
NFHR Max Ammo: 36 -> 48
NFAR Damage: 40 -> 35
BEAR Max Ammo: 36 -> 80

Empires 2.6.6
April 25, 2015

---------------------
Empires 2.6.6 Changes

Fixed vehicle handling
Tweaks for collisions and lighting on NF radar and barracks

New Radar and Barracks models, courtesy of Angry
New sights for NFAR, NFHR, BEAR and BE RPG, courtesy of Spike
Removed rollbars on NF Jeep, courtesy of Smithy
Tweaked handling on some vehicles

Vehicle Weapons

Plasma Cannon
Damage: 75 -> 80
Weight: 100 -> 80
Explosion Radius: 300 -> 350
Railgun
Weight: 100 -> 80
DU MG
Reload Time: 3.0 -> 2.0
DU HMG
Reload Time: 4.0 -> 3.0


Vehicle Armor

Composite
Weight: 12 -> 15
Reflective
Health: 100 -> 80
Weight: 18 -> 15
Capacitive
Health: 140 -> 120
Weight: 18 -> 15

Research

Advanced Machining Research Time: 60 -> 120

Empires 2.6.5
March 28, 2015

---------------------
Empires 2.6.5 Changes

Fixed minimum damage not working for vehicle MGs.
Allowed e-repair of buildings and increased e-build rate from 40% to 66% of engineer base build rate.
Tweaked NF refinery texture mapping.
Removed concs from engineers.

Vehicle Weapons

Plasma Cannon
Damage: 110 -> 75
Heat: 20 -> 10
Weight: 80 -> 100
Cycle Time: 3 -> 2
Railgun
Heat: 8 -> 7

Vehicle Armor

Composite
Angle Modifier: 0.75 -> 0.25
Regeneration: 0.035 -> 0.02

Vehicle Engines
3-Phase
Heat Ouput At Max: 4 -> 3
Heat Output At Idle: 1 -> 2
Stall On Armor Damage: 50 -> 100
Stall On Health Damage: 30 -> 60
Stall On Heat: 0.7 -> 0.9
Medium Cost/Weight: 40 -> 30
Heavy Cost/Weight: 50 -> 30
Heavy Dissipation: 11 -> 10
Fission
Heat Output At Max: -7 -> -1
Heat Output At Idle: 5 -> 1
Heat Dissipation: 6 -> 5
Heavy Heat Dissipation: 8 -> 7
Advanced Coolant
Heat Ouput At Max: 11 -> 8
Heat Dissipation: 10 -> 9
Heavy Heat Dissipation: 14 -> 11

Research

Moved Reflective armor from Projectile Physics into the root of Physics.

Empires 2.6.4(a)
March 21, 2015

---------------------
Empires 2.6.4 Changes

Maps
Updated Glycencity and modified surface friction for snow/ice

Vehicle Weapons

Heat To Target removed from all weapons
Standard MG
Falloff: 2000 -> 1000
DU MG
Damage: 6 -> 4
Heat: 1 -> 0.5
Weight: 50 -> 30
Clip Size: 40 -> 80
Reload Time: 2 -> 3
Minimum Damage: 4 -> 3
DU HMG
Damage: 8 -> 6
Heat: 1 -> 0.5
Weight: 80 -> 50
Clip Size: 60 -> 120
Reload Time: 3 -> 4
Minimum Damage: 6 -> 5
Chain Gun
Falloff: 1500 -> 1000
Medium Chain Gun
Falloff: 1500 -> 1000
High Explosive MG
Fixed explosions not doing area damage
Damage: 14 -> 11
Heat: 2 -> 1.5
Weight: 60 -> 30
Clip Size: 25 -> 50
Railgun
Damage: 50 -> 45
Heat: 7 -> 8
Salvo-Homing ML
Damage: 50 -> 40
Weight: 70 -> 100
Lock On Time: 0.4 -> 1.5
Lock Range Modifier: 0.0004 -> 0.0005

Vehicle Armor

Composite
Health: 60 -> 80
Reactive
Cost: 20 -> 15
Reflective
Cost: 18 -> 15
Regenerative
Health: 80 -> 60
Regeneration: 0.05 -> 0.067
Absorbent
Health: 40 -> 60
Speed to Damage: -0.00016 -> -0.00011
RPG/Sticky/Mortar/Mine/Bio/AP Resists: 0
Capacitive
Weight: 15 -> 18
Regeneration: -0.05 -> -0.04

Vehicle Engines
Biodiesel
Heat Capacity: 100 -> 125

Research

New research icons courtesy of Lazybum
Upgraded Chassis
Cost: 0 -> 500
Medium Tank Chassis
Cost: 0 -> 1000
Artillery Tank Chassis
Cost: 0 -> 2000
Advanced Chassis
Cost: 0 -> 1500
Heavy Tank Chassis
Cost: 0 -> 1500

Infantry Weapons

NF/BE HMG
Bullets: 1 -> 2
Cycle Time: 0.04 -> 0.08
Accuracy Upgrade Modifier: 0.9 -> 1.0
Standing Spread: 0.04 -> 0.03
Ducking Spread: 0.04 -> 0.03
Prone Spread: 0.04 -> 0.03
Standing Spread Max: 0.7 -> 0.1
Ducking Spread Max: 0.7 -> 0.1
Prone Spread Max: 0.7 -> 0.1
Stamina Penalty Standing: 2.5 -> 1.5
Stamina Penalty Crouching: 2.0 -> 1.0
Stamina Penalty Prone: 1.5 -> 0.5

Patch 2.6.4a:

Fixed damage resistance not being applied to HEMG
Shotguns no longer do an extra pump at the end of a reload if it was pumped before the start of the reload

Empires 2.6.3
March 14, 2015

---------------------
Empires 2.6.3 Changes

Infantry:

Pistols, NFAR/BEHR, Mortar, RPG, SMG1/2 all got reverted to how they were before.

Machine Pistol and SMG3 were slightly nerfed to stay on the safe side, because I want to see how everything else fits together before bringing them on par with everything else.

BEAR was left the same, though I reverted the changes to localized body damage. NFHR was given that 3-shot thing; I remember a lot of people liked it when it was 3-shots. Damage has been lowered and spread increased on it.

HMGs have be overhauled (again). Due to people constantly telling me how important they are for a support weapon, I increased the ROF, spread, recoil and lowered the damage. The net effect is a weapon that for like 8 seconds can provide ridiculous covering fire. The spread and recoil *should* be high enough for it to not be OP, along with the falloff, but it might be a bit too strong.

Scout rifle is gone, again.

Grenades were untouched. Most of them had timer shortages, but they seemed fine to me anyway.

Shotguns were mostly untouched, but I did the same thing as I did with BEAR and reverted body damage changes; it's going to be a decent bit weaker now.

Most infantry-infantry resists got thrown out; scout has a 20% resist against bullets and rifleman 30%. Scout also has a 20% against grenades and 10% against mines. Every class has a 90% resist to seismics again.

Weapon descriptions are going to be a bit off.

Vehicle weapons:

Plasma got a heat nerf, so it dishes out half the heat as before. Rails got a damage nerf, clip size nerf, heat nerf, speed nerf. They're all small; it's how it was back in 2.51.

Dual small arty is back. Yay. So is medium arty, but who uses medium arty anyway?

UML and BioML got reverted, which ends up being a small buff to both. Nukes were also reverted, so they're slower with less heat and more spread. Salvo was reverted, ends up being a nerf. Homing got buffed by being reverted, same with guided.

Grenade launchers got reverted and nerfed.

Every weapon that was added has been removed.

Vehicle chassis:

Pitches were reverted; NF heavies still have 2x3-slot MLs. They also have 275 chassis health while BE heavies have 225. Cost, base weight and plate counts have been reverted.

Vehicle armor:

Not a lot changed, actually. Plain got a health nerf with a weight and cost buff from being reverted. Composite was made a smidge more expensive. Regen is cheaper and lighter. I left Budget and Capacitive in; Capacitive got a slight buff from -0.05 to -0.04 decay rate.

Vehicle engines:

Compact engine was removed.

Speeds were adjusted to be closer together. For researched engines, heavies range start at 30, mediums/APCS at 40, LT/AFVs at 50. Standard engine is 5 slower than the lower end of the range and so is reverse speed. AC is +0, Bio is +3, Gas is +5, Fission is +7 and 3-phase is +10. So, for example, a 3-phase Heavy would move at 40 with a reverse speed of 25, while an AC LT would move at 50 with a reverse of 45.

Buildings:

Turrets lowered from 75 to 50 resources; missile turn rate lowered to 1000 > 1400 > 1800 from 1800 across all levels.

Empires 2.6.2(a)
February 12, 2015

---------------------
Empires 2.6.2 Changes

Fixed

Fixed NF Medium left ML occasionally hitting the chassis
Fixed emp_tutorial for new players

Script Changes

Vehicle Weapons

DU MG
Falloffbase 0.6 -> 0.8
MinimalDamage 3 -> 4
DU HMG
Falloffbase 0.6 -> 0.8
MinimalDamage 4 -> 6

Std ML
Cost 50 -> 30
Total Ammo Clips 5 -> 6

SHML
Description "A missile launcher that fires four missiles at once which home in on the locked on target." -> "A missile launcher that fires a salvo of missiles at once which home in on the locked on target." //description given when selecting weapons

FML
Total Ammo Clips 5 -> 6

GML Added
Name -> Guided ML
Description -> "A missile launcher which fires a missile that follows the crosshairs after launch."
Size -> 1
Cost -> 40
Research -> "Guided Missiles"
Damage -> 40
Speed -> 1800
Heat -> 6
Weight -> 40
Cycle Time -> 1.2
Clip Size -> 4
Total Ammo Clips -> 6
Reload Time -> 3
Projectile Spread -> 1.5
Heat To Target -> 0.1
Explosion Radius -> 100
Explosion Force -> 50
Guided Missile -> 1
Missile Range -> 5000
Turning Ability -> 6

PML Added
Name -> Plasma ML
Description -> "A fast and accurate dumb fire missile launcher able to transfer a large amount of heat into the target and put it into an overheated shutdown."
Size -> 1
Cost -> 40
Research -> "Plasma Missile Projectile"
Damage -> 40
Speed -> 2400
Heat -> 6
Weight -> 40
Cycle Time -> 0.9
Clip Size -> 4
Total Ammo Clips -> 6
Reload Time -> 3
Projectile Spread -> 0.5
Heat To Target -> 6
Explosion Radius -> 300
Explosion Force -> 100

Mk 1 Auto CN Added
Name -> Mk 1 Auto Cannon
Description -> "This small cannon fires quickly, but utilizes clips that must be reloaded."
Size -> 1
Cost -> 60
Research -> "Auto Cannon" 
Damage -> 20
Speed -> 3900
Heat -> 4
Weight -> 60
Cycle Time -> 0.5
Clip Size -> 16
Total Ammo Clips -> 4
Reload Time -> 4
Projectile Spread -> 0.015
Heat To Target -> 1
Explosion Radius -> 150
Explosion Force -> 100

Vehicle Armor

Absorbant Armor
InfantryMineResist 0 -> 0.65
InfantryMissileResist 0 -> 0.80
InfantryMortarResist 0 -> 0.80
Brittle Armor
InfantryMineResist 0 -> -1
InfantryStickyResist 0 -> -1
InfantryMissileResist 0 -> -0.35
InfantryMortarResist 0 -> -0.35

Vehicle Chassis

Heavy Tank (NF & BE)
Max Front Armor 6 -> 8
Max Rear Armor 6 -> 4

Vehicle Research

All times halved.

Plasma Missile Projectile Added
Parent -> "Superheated Material Physics"
Time -> 60
Auto Cannon Added
Parent -> "Improved Flagration Compounds"
Time -> 60

Infantry Weapons

behr //somewhat reverted accuracy nerf.
"StandingSpreadModifier" 0.1->"0.05"
"DuckingSpreadModifier" 0.1->"0.02"
nfar
"StandingSpreadModifier" 0.1->"0.05"
"DuckingSpreadModifier" 0.1->"0.02"
smg1 //people bitched about handling, doubletaps should be much more accurate now.
"StandingSpreadIncrement" 0.006->"0.004"
"DuckingSpreadIncrement" 0.006->"0.004"
"ProneSpreadIncrement" 0.004->"0.003"
hmg //improved accuracy but significantly increased falloff, should land hits easier but will do less damage, very lethal up close.
"StandingSpread" 0.05->"0.035"
"DuckingSpread" 0.05->"0.035"
"ProneSpread" 0.05->"0.035"
"Falloff" 900->"100"
"StaminaPenalty_Standing" 3.5->"2.5"
"StaminaPenalty_Crouching" 3.5->"2.5"
"StaminaPenalty_Prone" 3.5->"2.5"
BEpistol2
asslt reserve 14->28
rifle reserve 14->28
gren reserve 14->28
engi reserve 14->28
shotguns //slight accuracy buff, should help to kill assaults up close
spread(all) 0.08->0.06

patch 2.6.2a:
Script Changes

Vehicle Armor

Absorbant
Bioweapon Damage Modifier 0.65 -> 0.35
InfantryMineResist 0.65 -> 0.35
InfantryStickyResist 0.65 -> 0.35
InfantryMissileResist 0.80 -> 0.20
InfantryMortarResist 0.80 -> 0.20


Empires 2.6.1
January 27, 2015

---------------------
Empires 2.6.1 Changes

Changed

Tweaked NFHR animation

Script Changes

Vehicle Weapons

DU MG
Damage 4 -> 6
DU HMG
Damage 6 -> 8

HE MG
Reload Time 5 -> 4

HE Cannon
Explosion Force 200 -> 300

UML
Cycle Time 0.75 -> 0.6
Explosion Radius 450 -> 300

Bio Cannon
Clip Size 20 -> 30

Vehicle Armor

Composite
Regeneration 0.05 -> 0.035

Absorbant
Weight 10 -> 12
Cost 10 -> 12
Health 20 -> 40
Speed To Damage Modifier -0.00021 -> -0.00016
Bioweapon Damage Modifier 0.5 -> 0.65
APBulletResist 0.75 -> 0.5
InfantryStickyResist 0 -> 0.65

Regenerative
Weight 15 -> 18
Cost 15 -> 18
Health 60 -> 80
Regeneration 0.10 -> 0.05

Brittle
Speed To Damage Modifier 0.00033 -> 0.00012
KineticResist -0.3 -> -0.5

Vehicle Engines

Standard Engine (Jeep)
Description "This engine is the only jeep engine. It uses turbine technology." -> "This engine is the only jeep engine. It uses hybrid electric-turbine technology."
Max Speed 62 -> 75
Heat Dissipation 7 -> 8

Standard (APC)
Cost 10 -> 20
Standard (all other chassis)
Cost 35 -> 30
Gas Turbine (all chassis)
Cost 40 -> 20
3 Phase (APC)
Cost 50 -> 30
3 Phase (LT)
Cost 50 -> 30
3 Phase (Medium, Arty)
Cost 70 -> 40
Fission Reactor (APC)
Cost 50 -> 10
Fission Reactor (LT, Med, Heavy, Arty)
Cost 70 -> 10
Bio Diesel (APC)
Cost 50 -> 20
Bio Diesel (LT, Med, Heavy, Arty)
Cost 70 -> 20
Coolant (APC)
Cost 50 -> 30
Coolant (LT, Med, Heavy, Arty)
Cost 70 -> 30
Compact (all chassis)
Cost 10 -> 5

3 Phase (Med, Arty)
Weight 50 -> 40

Fission (all chassis)
Weight 15 -> 10

Coolant (all chassis except Heavy)
Heat Output At Max 10 -> 11
Heat Dissipation 9 -> 10
Coolant (Heavy)
Heat Dissipation 13 -> 14

Standard (Heavy)
Max Speed 20 -> 18
Gas Turbine (Heavy)
Max Speed 33 -> 30
3 Phase (Heavy)
Max Reverse Speed 26 -> 35
Fission (Heavy)
Max Speed 27 -> 25
Max Reverse Speed 23 -> 25
Bio Diesel (Heavy)
Max Speed 26 -> 24
Max Reverse Speed 20 -> 24
Coolant (Heavy)
Max Speed 24 -> 22
Max Reverse Speed 20 -> 22
Compact (Heavy)
Max Speed 26 -> 24
Max Reverse Speed 20 -> 24

Vehicle Chassis

BE Heavy Tank
Cost 900 -> 1000
NF Heavy Tank
Cost 800 -> 1000
Vehicle Research

All times doubled.

Infantry Classes

Rifleman //Mine resist brought in line with other classes. Mines oneshot all infantry now
InfantryMineResist 0.4->0.0
Grenadier
InfantryMineResist 0.4->0.0

Infantry Weapons
BEHR //Nerfed at close range, long range damage is still the same
Base damage 42->35
"StandingSpreadModifier" 0.015->0.1
"DuckingSpreadModifier" 0.015->0.1

NFAR //identical nerf to BEHR
Base damage 42->35
"StandingSpreadModifier" 0.01->0.1
"DuckingSpreadModifier" 0.01->0.1

BECR/NF50C //nerfed acc upg and made pinpoint while stationary
Accuracy upgmod 0.3->0.5
"StandingSpread" 0.001->0.0
"DuckingSpread" 0.001->0.0
"ProneSpread" 0.001->0.0
BECR Minimum Damage 10->40 (this was an error)

LSMGs //changed to mp7 style smg, super rate of fire which loses control quickly. Similar handling when tap fired though.
Cycletime 0.09->0.06
"StandingSpreadIncrement" 0.0022->0.006
"DuckingSpreadIncrement" 0.0022->0.006
Clipsize 25->20
Reserve Ammunition 75->80

HSMG //gentle nerf, I don't think it's too OP but it needs a slight tone down. It'll be harder to tapfire successfully
Cycletime 0.13->0.15
"StandingSpreadDecrement" 0.1->0.06
"DuckingSpreadDecrement" 0.1->0.06

BEHP //buffed up slightly as pistol1 feels superior.
Cycletime 0.2->0.15
"StandingSpreadDecrement" "0.04"->0.06
BEASt //decreased cycletime by popular demand
Cycletime 0.4->0.3
HMG //decreased cycletime by popular demand
Damage 15->60
Cycletime 0.05->0.15
Falloffbase 0.75->0.5 (falloff is now very fast)
Clipsize 100->50
Reserve Ammo 200->100
Stamina Penalty 1->3.5

Empires 2.6
January 14, 2015

---------------------
Empires 2.6 Changes

Fixed
Fixed wheels clipping through on BE jeep model.
Fixed some texture stretching on NF's VF model.
Fixed NF SMG3 ejecting shotgun shells.
Fixed the NF & BE shotgun animation speed.
Fixed the BE shotgun muzzle flash.
Fixed an issue with firing RPGs.
Changed
Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.
Removed sabotage DoT on everything but turrets.
Script Changes

Vehicle Armor
Plain Armor
Health 40 -> 60
Composite
Health 40 -> 60
Reactive
Health 100 -> 120
Reflective
Health 80 -> 100
Regenerative
Health 40 -> 60
Regeneration 0.15 -> 0.1
Absorbant
Weight 12 -> 10
Cost 12 -> 10
Health 40 -> 20
Speed to Damage Modifier -0.0001 -> -0.0002
Bioweapon Damage Modifier 1 -> 0.5
APBulletResist 0.5 -> 0.75
Budget
Health 40 -> 60
Brittle
Health 100 -> 160
Speed To Damage Modifier 0.0001 -> 0.00033
Bioeapon Damage Modifier 1 -> 2
KineticResist -0.5 -> -0.3
APBulletResist -0.5 -> -3
Capacitive
Health 100 -> 140
Regeneration -0.06 -> -0.05
Vehicle Chassis
Jeep (NF & BE)
massCenterOverride "0 0 0" -> "0 0 -1"
massoverride 1500 -> 1750
faststeeringrate 0.75 -> 1
Wheel Mass 300 -> 325
frontbrakefactor 1 -> 0.5
rearbrakefactor 0 -> 0.5
NF Jeep
keepuprighttorque -> 1
BE Jeep
Wheel Radius 18 -> 20
AFV
Health 300 -> 200
NF LT
Health 200 -> 150
APC (NF & BE)
Health 250 -> 150
Medium Tank (NF & BE)
Health 300 -> 200
Added 1-slot ML
BE Heavy Tank
Max Missile Launchers 3 -> 2
Added 1-slot ML
NF Heavy Tank
Max Missile Launchers 6 -> 4
Added 2 1-slot MLs
Unmentioned from Previous Release
Walls (NF & BE)
Cost 25 -> 15
Refinery (NF & BE)
Carcass Removal Time 15 -> 10
NF Vehicle Factory
Recycle Time 5 -> 20
Infantry Classes

Scout is now renamed to Assault
Assault
InfantryBulletResist 0.35->0.4
InfantryMortarResist 0.0-> -0.2
InfantryExplosiveResist 0.0-> -0.2
InfantryMineResist 0.4->0.0
Max Concussion Ammo 2->1
Engineer
InfantryMineResist 0.4->0.0
Can now carry concussions
Max Concussion Ammo 2->1
Rifleman
InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate
Default grenade is now Explosive
Infantry Weapons
NFHMG
Max Damage 15->20
Min Damage 7->9
BEASt
Falloff 1500->900 //this was an error I made last time
Shotguns
Max Damage 36->42 (per pellet)
All Pistols
Melee Damage 40->70
SMG3
Now has functioning killicon
Melee Damage 40->90
"DuckingKick_X_FullSpread_Max" 1->3
"DuckingKick_X_FullSpread_Min" 0->1.5
"DuckingKick_X_NoSpread_Max" 0.5->2
"DuckingKick_X_NoSpread_Min" 0->1.5
"DuckingKick_Y_FullSpread_Max" 0.1->3
"DuckingKick_Y_NoSpread_Max" 0.05->1
"ProneKick_X_NoSpread_Max" 0.5->1
"ProneKick_X_NoSpread_Min" 0->0.5
Concussion and HE Nade
Grenade Timer 2->3

Empires 2.52.9
January 10, 2015

---------------------
Empires 2.52.9 Changes

Added
Added keybindings for selecting buildings to be placed as comm.

Fixed

Fixed vehicle MGs damaging the wrong side.
Fixed a parsing error on the chassis script by removing all mentions of the extra chassis. Added a ".bak" version of the chassis script that can unlock the extra chassis.
Fixed NF heavy turret collision mesh.
Fixed NF CV getting stuck on single turrets.
Fixed missing snow camo on BE APC turret.
Fixed BE APC using AFV turret instead of APC turret.
Fixed an issue with sudden death not triggering properly.
Fixed the top-right info panel sometimes not appearing for players.
Fixed players having no equipment if their initial spawn was from a squad revive.
Fixed machine pistol missing a kill icon.

Changed

Removed barbed wire from NF walls.
Removed BioMG and Bio Cannon from emp_escort.
Redid BE CV collision mesh.
Added a flat 3s firing delay to all vehicles upon creation.
Comm turrets now auto-upgrade with the appropriate research.
Reflective now does a linear decrease in damage from 100% at 0 degrees to 50% at 45+ degrees (Previously, it was the cosine of the angle, so this is a buff.)
Dead players now have a small X on the scoreboard and their row colored grey.
Attempted to remove bullet pushback, again.

Script Changes

Vehicle Weapons

Plasma Cannon
Weight 100 -> 80
Bio Cannon
Weight 100 -> 80
Salvo GML
Cost 85 -> 80
Weight 100 -> 80
Clip Size 5 -> 6
Reload Time 8.5 -> 8.4
Salvo HML
Cost 70 -> 80
Weight 100 -> 80

Small Artillery Cannon
Cost 50 -> 60
Medium Artillery Cannon
Name -> Double Artillery Cannon
HUD Name -> Double AC
Description -> An artillery cannon that fires twice as often as Small Artillery Cannon.
Cost 60 -> 120
Damage 140 -> 115
Speed 1500 -> 1700
Gravity 0.6 -> 0.8
Weight 100 -> 120
Cycle Time 1.6 -> 0.5
Clip Size 10 -> 20
Total Ammo Clips 3 -> 4
Reload Time 8 -> 5
Explosion Radius 700 -> 550
Explosion Force 600 -> 500
Grenade Launcher
Cost 50 -> 30
Weight 50 -> 30

Nuke
Name -> Nuclear Missile
Speed 1000 -> 1200
Cycle Time 12 -> 10
Projectile Spread 1.25 -> 0.5
Fast ML
Cost 50 -> 30
Weight 40 -> 30

Vehicle Armor

Brittle Armor
Health 80 -> 100
KineticResist -0.2 -> -0.5
Capacitive
Regeneration -0.01 -> -0.06

Vehicle Engines

Heavy Tank Engines
Standard
Max Speed 25 -> 20
Max Reverse Speed 20 -> 18
Gas Turbine
Max Speed 38 -> 33
Max Reverse Speed 35 -> 30
3 Phase
Max Speed 40 -> 35
Max Reverse Speed 31 -> 26
Fission
Max Speed 32 -> 27
Max Reverse Speed 28 -> 23
Biology
Max Speed 31 -> 26
Max Reverse Speed 25 -> 20
Coolant
Max Speed 29 -> 24
Max Reverse Speed 22 -> 20
Compact
Max Speed 31 -> 26
Max Reverse Speed 25 -> 20
NF Commander
Horsepower 4250 -> 2550

Vehicle Chassis

APC (NF & BE)
Max Grenade Launchers 2 -> 1
Arty Tank (NF & BE)
Max Artillery Cannons 2 -> 1
Heavy Tank (NF & BE)
Max Machine Guns 2 -> 1
brakeSteeringRateFactor 6 -> 30
NF Jeep
Reverted handling to that of 2.52.5.
BE Jeep
Changed handling to roughly match the NF Jeep.
NF LT
powerSlideAccel 0 -> -200
NF CV
powerSlideAccel 0 -> -250
BE CV
powerSlideAccel 0 -> -250

Buildings

All 30s Recycle Times Changed to 20s.
MG Turret (NF & BE)
cost 50 -> 75
turret rof level 2 0.07 -> 0.08
turret rof level 3 0.035 -> 0.04
ML Turret (NF & BE)
turret rof level 2 2.5 -> 3
turret rof level 3 1.5 -> 2

Infantry Weapons

Significantly Changed.
Added NF SMG3 and BE Machine Pistol

Infantry Classes

Scout:
Infantry Bullet Resist 0.0->0.35
Rifleman:
Infantry Bullet Resist 0.2->0.0
Engineer:
Infantry Bullet Resist 0.0->0.2
Grenadier:
Infantry Bullet Resist 0.1->0.2
All class loadouts have changed.

Empires 2.52.8
December 25, 2014

---------------------
Empires 2.52.8 Changes

Fixed

Fixed BEHR ammo amounts to match what they have always been.
Fixed Shotgun descriptions to match Spike's old suggestion.
Fixed "Advanced Semiconductor Research" clipping while researching.
Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).

Changed

Regenerating armors regenerate even with zero armor.
Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
The health bar for repairing tank armor now increases more gradually

Script Changes

Vehicle Weapons

Standard Cannon
Speed 3000 -> 3300
Imp. Std Cannon
Speed 3300 -> 3600
ER Cannon
Speed 3300 -> 3600
Rail Gun
Damage 50 -> 60
Speed 3600 -> 3900
Cycle Time 0.8 -> 1

SGML
Explosive Sprite 14 -> 19

HML
Clip Size 4 -> 8
Total Ammo Clips 9 -> 6

SHML
Total Ammo Clips 6 -> 9
Reload Time 4 -> 8.6
Projectile Spread 1.5 -> 4.5

DML
Speed 2400 -> 1800
TML
Speed 2400 -> 1800

Vehicle Armor

Composite Armor
Speed to Damage -0.000035 -> -0.00005
Damage to Heat -0.025 -> -0.05
Regenerative
Regeneration 0.2 -> 0.15
Absorbant
Speed to Damage -0.0002 -> -0.0001
APBulletResist 0 -> 0.5
Budget Armor
Weight 10 -> 8
Cost 5 -> 4
Brittle Armor Added
Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."
Weight -> 15
Cost -> 15
Research -> "Biology/Lab-Grown Technologies/Brittle Armor"
Health -> 80
Speed to Damage -> 0.0001
KineticResist -> -0.2
APBulletResist -> -0.5
Capacitive Armor Added
Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."
Weight -> 15
Cost -> 15
Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"
Health -> 100
Regeneration -> -0.01

Vehicle Research

Capacitive Armor Added
Parent -> "Advanced Magnet Research"
Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."
Time -> 60
Lab-Grown Technologies Added
Parent -> "Biology"
Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."
Time -> 60
Brittle Armor Added
Parent -> "Lab-Grown Technologies"
Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."
Time -> 60

Infantry Weapons

Pistol1
SemiAutomatic 1 -> 0
Clip Size 12 -> 18
Starting Ammo 24 -> 36
Max Ammo 36 -> 72
Machine Pistol
DuckingSpreadDecrement 0.04 -> 0.025
Shotty Pistol
Cycle Time 0.5 -> 0.18
SemiAutomatic 1 -> 0
ProneSpreadModifier 0.03 -> 0.06
Spread Increments -> 0
Shotgun
Max Damage 25 -> 20
Min Damage 15 -> 9
ProneSpreadModifier 0.03 -> 0.06

Empires 2.52.7
December 13, 2014

---------------------
Empires 2.52.7 Changes

Added
New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.

Fixed

Fixed NF crates again.
Fixed the visual bug in blend textures on emp_slaughtered.
Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.

Script Changes

Vehicle Weapons

Plasma Cannon
Damage 95 -> 110
Heat 15 -> 20
Cycle Time 2.5 -> 3
Heat To Target 15 -> 20

Vehicle Engines

Gas Turbine Engine
Horsepower (non-APC chassis) 2500 -> 2000
3Phase Engine
Horsepower (non-APC chassis) 2500 -> 2000

Vehicle Armor

Plain Armor
Weight 15 -> 20
Cost 5 -> 10
Composite Armor
Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."
-> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."​
Cost 24 -> 12
Health 80 -> 40
Regeneration 0.0125 -> 0.05
Heat to Damage Modifier -0.025 -> -0.05
Angle Modifier 0.5 -> 0.75
Speed to Damage Modifier -0.00002 -> -0.000035
Reactive Armor
Health 120 -> 100
Reflective Armor
Health 100 -> 80
Regenerative Armor
Health 60 -> 40
Regeneration 0.1 -> 0.2
Absorbant Armor
Health 60 -> 40
Budget Armor
Health 60 -> 40

Vehicle Research

Composite Armor 150 -> 90

Vehicle Chassis

NF APC
Health 150 -> 250
NF Light Tank
Health 150 -> 200
NF Medium Tank
Health 200 -> 300
Recycle Percentage 25% -> 30%
skidallowed 0 -> 1
Sliding Friction 5 -> 0.2
Braking Friction 5 -> 0.6
NF Heavy Tank
Base Weight 926 -> 846
Max Armor Plates Per Side 7 -> 6
Max Missile Launchers 5 -> 6
Health 250 -> 500
Recycle Percentage 25% -> 40%
Second ML Slots 2 -> 3
skidallowed 0 -> 1
Sliding Friction 5 -> 0.2
Braking Friction 5 -> 0.6
NF Arty Tank
Health 150 -> 250
skidallowed 0 -> 1
Sliding Friction 5 -> 0.2
Braking Friction 5 -> 0.6
BE APC
Health 150 -> 250
BE AFV
Health 200 -> 300
BE Medium Tank
Health 200 -> 300
Recycle Percentage 25% -> 30%
skidallowed 0 -> 1
Sliding Friction 5 -> 0.2
Braking Friction 5 -> 0.6
BE Heavy Tank
Health 250 -> 400
Recycle Percentage 25% -> 40%
skidallowed 0 -> 1
Sliding Friction 5 -> 0.2
Braking Friction 5 -> 0.6
BE Arty Tank
skidallowed 0 -> 1
Sliding Friction 5 -> 0.2
Braking Friction 5 -> 0.6

Building Changes

MG Turrets
turret turn speed level 1 250 -> 200
turret turn speed level 2 250 -> 200
turret turn speed level 3 250 -> 200
ML Turrets
turret rof level 1 4 -> 5

Infantry Classes

All BE Classes
Added Machine Pistol
Engineer
Added Shotgun
Rifleman
Removed Shotgun
Added Sniper Rifle

Infantry Weapons

Pistol 2
Kick Increased.
BEAR
Starting Ammo 90 -> 60
NF HR
Damage 8 -> 45
Bullets 10 -> 1
CycleTime 0.24 -> 0.25
Minimal Damage 1 -> 25
SemiAutomatic 1 -> 0
clip_size 12 -> 15
Starting Ammo 36 -> 30
Max Ammo 45 -> 60
Spread edited significantly.
Kick increased.
Shotgun
Damage 30 -> 25
Bullets 24 -> 16
Falloff 425 -> 350
Falloffbase 0.60 -> 0.9
Minimal Damage 1 -> 15
StandingSpread 0.15 -> 0.07
Ducking Spread 0.11 -> 0.04
Prone Spread 0.07 -> 0.04
StandingSpreadModifier 0.15 -> 0.07
Ducking SpreadModifier 0.11 -> 0.04
Prone SpreadModifier 0.07 -> 0.04
Sniper Rifle
Damage 75 -> 50
Falloff 6000 -> 5000
Minimal Damage 30 -> 20
Damage Head Modifier 1.8 -> 2.3
Damage Chest/Stomach Modifier 1 -> 1.2
Damage Limb Modifier 0.7 -> 1
clip_size 5 -> 10
RPG & Mortar share each other's ammo pool.

Empires 2.52.6
November 29, 2014

---------------------
Empires 2.52.6 Changes

Fixed

Fixed mission collision meshes on nf_crate models.
Flipped the green channel on the NF apc normal map & reduced $detailblendfactor
Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.
Fixed issue with squad reviving players who hadn't spawned yet

Changed

Removed bullet pushback effects
Disabled health regen during infantry Sudden Death
Turret radius in comm view is now based off scripted range
Vehicles can't fire weapon if it would exceed heat capacity
Players now appear outside of vehicles if they die in the vehicle
Ammo upgrade now doubles starting ammo

Script Changes

Vehicle Weapons

BioMG
Damage 5 -> 6
Heat 2.25 -> 1
Total Ammo Clips 3 -> 4
Reload Time 10 -> 4
Heat To Target 0 -> 0.1

DU MG
Damage 6 -> 4
Heat 2 -> 1
Cycle Time 0.15 -> 0.1
Clip Size 140 -> 40
Total Ammo Clips 3 -> 8
Reload Time 6 -> 2
Heat To Target 0 -> 0.1
Minimal Damage 5 -> 3
DU HMG
Damage 8 -> 6
Heat 2.3 -> 1
Cycle Time 0.12 -> 0.1
Clip Size 180 -> 60
Total Ammo Clips 3 -> 8
Reload Time 10 -> 3
Projectile Spread 0.035 -> 0.04
Heat To Target 0 -> 0.1
Minimal Damage 6 -> 4

Plasma MG
Damage 4 -> 8
Heat 2 -> 1.5
Heat To Target 2 -> 1.5

HE Cannon
Weight 70 -> 60

UML
Damage 60 -> 40
Speed 2500 -> 2400
Heat 8 -> 6
Cycle Time 1.0 -> 0.75
Clip Size 7 -> 8
Total Ammo Clips 7 -> 9
Reload Time 3.8 -> 3.0
Heat To Target 0.2 -> 0.1
Explosion Radius 100 -> 450
Explosion Force 50 -> 200

Bio ML
Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
-> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.
Cycle Time 3.0 -> 1.2
Clip Size 5 -> 2
Total Ammo Clips 3 -> 9

Salvo ML
Icon Replaced
Weight 70 -> 60
Reload Time 8.4 -> 5.4
Explosion Force 20 -> 50

Salvo Guided ML
Speed 1200 -> 1800
Explosion Radius 110 -> 100
Explosion Force 40 -> 50
Salvo Homing ML
Explosion Radius 80 -> 100
Explosion Force 30 -> 50

GL
Explosion Radius 250 -> 500

Added Bio Cannon
Size -> 3
Cost -> 80
Research -> Biological Projectile
Damage -> 80
Speed -> 2700
Gravity -> 0.7
Heat -> 30
Weight -> 100
Cycle Time -> 5
Clip Size -> 20
Projectile Spread -> 1
Heat To Target -> 10
Explosion Radius -> 450
Explosion Force -> 100
Player Bio Damage -> 5
Player Bio Time -> 15
Player Bio Interval -> 1
Vehicle Bio Damage -> 10
Vehicle Bio Time -> 15
Vehicle Bio Interval -> 1

Added Fast ML
Size -> 1
Cost -> 50
Research -> [none needed]
Damage -> 40
Speed -> 2400
Heat -> 9
Weight -> 40
Cycle Time -> 1.8
Total Ammo Clips -> 5
Reload Time -> 3
Projectile Spread -> 0.5
Heat To Target -> 0.1
Explosion Radius -> 100
Explosion Force -> 50

Added Light Salvo ML
Size -> 1
Cost -> 30
Research -> Salvo Missile Launcher
Damage -> 40
Speed -> 1800
Heat -> 6
Weight -> 20
Cycle Time -> -0.1
Total Ammo Clips -> 12
Reload Time -> 5.8
Projectile Spread -> 1.5
Heat To Target -> 0.1
Explosion Radius -> 100
Explosion Force -> 50

Added Double ML
Size -> 2
Cost -> 60
Research -> Multi Missile Launcher (Electrical Engineering)
Damage -> 40
Speed -> 2400
Heat -> 3
Weight -> 70
Cycle Time -> -0.1
Clip Size -> 2
Total Ammo Clips -> 36
Reload Time -> 1.3
Projectile Spread -> 0.5
Heat To Target -> 0.1
Explosion Radius -> 100
Explosion Force -> 50
Added Triple ML
Size -> 3
Cost -> 80
Research -> Multi Missile Launcher (Electrical Engineering)
Damage -> 40
Speed -> 2400
Heat -> 3
Weight -> 100
Cycle Time -> -0.1
Clip Size -> 3
Total Ammo Clips -> 36
Reload Time -> 1.2
Projectile Spread -> 0.5
Heat To Target -> 0.1
Explosion Radius -> 100
Explosion Force -> 50

Vehicle Engines

Antique Engine
Name Antique -> Standard
Description This old engine is slower and hotter than any other engine.
-> This is the standard engine with inferior properties.

Gas Turbine Engine
Cost (APC) 20 -> 40
Cost (non-APC chassis) 30 -> 40
Weight 10 -> 20
Max Speed -> +3
Horsepower (APC) 1000 -> 1050
Horsepower (non-APC chassis) 2000 -> 2500
Stall On Heat 0.8 -> 0.9

Added Compact Engine
Cost -> 10
Weight -> 5
Research -> Compact Engine (Electrical Engineering)
Stall on Heat -> 0.8
Heat Stall Penalty -> 0
All other parameters similar to Biodiesel engine.

Vehicle Armor

Paper Armor
Name Paper -> Plain
Description A paper mache coating that offers inferior protection.
-> Plain armor offers inferior protection from damage.

Vehicle Research

Upgraded Missile Warhead 90 -> 60
Budget Armor 120 -> 60
Rail Gun 120 -> 90
Advanced Semiconductor Research
Parent -> Electrical Engineering
Time -> 60
Multi Missile Launcher
Parent -> Advanced Semiconductor Research
Time -> 90
Compact Engine
Parent -> Advanced Semiconductor Research
Time -> 30

Vehicle Chassis

NF Jeep
Reverted Handling to that of version 2.52.
NF Medium Tank
skidallowed 1 -> 0
Sliding Friction 0.2 -> 5
Braking Friction 0.6 -> 5
NF Heavy Tank
skidallowed 1 -> 0
Sliding Friction 0.2 -> 5
Braking Friction 0.6 -> 5
NF Arty Tank
skidallowed 1 -> 0
Sliding Friction 0.2 -> 5
Braking Friction 0.6 -> 5
BE Medium Tank
skidallowed 1 -> 0
Sliding Friction 0.2 -> 5
Braking Friction 0.6 -> 5
BE Heavy Tank
skidallowed 1 -> 0
Sliding Friction 0.2 -> 5
Braking Friction 0.6 -> 5
BE Arty Tank
skidallowed 1 -> 0
Sliding Friction 0.2 -> 5
Braking Friction 0.6 -> 5

Building Changes

Repair Pad
cost 250 -> 150
max health 175 -> 200
starting health 25 -> 50
MG Turrets
turret turn speed level 1 125 -> 250
turret turn speed level 3 375 -> 250
ML Turrets
Damage 50 -> 40
turret rof level 1 5 -> 4
turret rof level 2 3 -> 2.5
turret rof level 3 2 -> 1.5
turret turn missile level 1 1400 -> 1800
turret turn missile level 2 1400 -> 1800
turret turn missile level 3 1400 -> 1800

Infantry Classes

Rifleman
Moved Explosive Grenade from slot 0 to slot 2

Infantry Weapons

Pistol 2
CycleTime 0.20 -> 0.25
ProneSpreadModifier 0.0075 -> 0.015
StandingSpreadDecrement 0.05 -> 0.04
StandingKick_X_FullSpread_Max 3 -> 4
StandingKick_X_FullSpread_Min 2 -> 1
StandingKick_X_NoSpread_Max 2 -> 3
StandingKick_Y_FullSpread_Max 2 -> 5
StandingKick_Y_FullSpread_Min 0.5 -> 0.3
StandingKick_Y_NoSpread_Max 0.75 -> 3

BE AR
Damage 25 -> 35
NF HR
Falloffbase 0.65 -> 0.75
SMG2
StandingSpreadIncrement 0.007 -> 0.0175
DuckingSpreadIncrement 0.005 -> 0.00625
ProneSpreadIncrement 0.003 -> 0.00375
Shotgun
Bullets 32 -> 24
StandingSpread 0.2 -> 0.15
Ducking Spread 0.15 -> 0.11
Prone Spread 0.10 -> 0.07
StandingSpreadModifier 0.2 -> 0.15
Ducking SpreadModifier 0.15 -> 0.11
Prone SpreadModifier 0.10 -> 0.07

Empires 2.52.5
November 21, 2014

---------------------
Empires 2.52.5 Changes

Changed

Updated version of emp_glycencity

Script Changes

Vehicle Weapons

Plasma Cannon
Damage 110 -> 95
Heat 20 -> 15
Cycle Time 3 -> 2.5
Heat To Target 20 -> 15

Vehicle Engines

Fission (all chassis)
Stall On Heat 0.9 -> 0.99
Heat Stall Penalty 0.05 -> 0.1
3 Phase (APC & LT)
Weight 40 -> 30
3 Phase (Med, Heavy & Arty)
Weight 60 -> 50
Antique (Heavy)
Heat Dissipation 5 -> 7
Gas Turbine (Heavy)
Heat Dissipation 7 -> 9
3 Phase (Heavy)
Heat Dissipation 8 -> 11
Fission (Heavy)
Heat Dissipation 6 -> 8
Bio Diesel (Heavy)
Heat Dissipation 6 -> 8
Advanced Coolant (Heavy)
Heat Output At Max 10 -> 11
Heat Dissipation 9 -> 13

Building Changes

ML Turrets (NF & BE)
turret range level 1 3000 -> 5000
turret range level 2 4000 -> 5000
turret rof level 1 7 -> 5
turret rof level 2 5 -> 3
turret rof level 3 3 -> 2
turret turn speed level 1 225 -> 350
turret turn speed level 3 475 -> 350
turret turn missile level 1 1000 -> 1400
turret turn missile level 3 1800 -> 1400

Infantry Weapons

Pistol 2
Falloffbase 0.9 -> 0.8
Damage Heat Modifier 1.8 -> 1.5
Damage Left Arm Modifier 0.7 -> 1
Damage Right Arm Modifier 0.7 -> 1
Damage Left Leg Modifier 0.7 -> 1
Damage Right Leg Modifier 0.7 -> 1
clip_size 6 -> 7
Starting Ammo (all classes) 12 -> 14
Max Ammo (all classes) 18 -> 21
BE AR
Damage 14 -> 25
Bullets 5 -> 1
Cycle Time 0.06 -> 0.055
Falloffbase 0.65 -> 0.75
Minimal Damage 1 -> 10
Spread edited substantially.
Kick edited such that kick at max spread equals kick at min spread.
NF HR
Minimal Damage 1 -> 3

Empires 2.52.4
November 16, 2014

---------------------
Empires 2.52.4 Changes

Changed

Players can now set their class while dead if they don't have one set already
Players will now rejoin their previous team if they crash during a match (WIP)

Fixed

Fixed issues with armors being immune to most weapons and recent stability issues.
Fixed tickets being off by one
Fixed teamsound entity caching
Fixed an issue with particles not fading from buildings
Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51.

Script Changes

Vehicle Weapons

HE MG
Damage 12 -> 14
Explosuion Radius 120 -> 200
Explosion Force 50 -> 100
Guided Salvo ML
Missile Range 4000 -> 5000
Turning Ability 1.8 -> 6.0

Vehicle Armor

Composite Armor
Regeneration 0.01 -> 0.0125

Infantry Classes

Rifleman
Added Shotgun with 50% more starting ammo.
Engineer
Removed Shotgun
Added Pistol2/Shotty Pistol
Scout
Added Pistol2/Shotty Pistol
All Classes
Switched Pistol1 and Pistol2

Infantry Weapons

BE AR
CycleTime 0.03 -> 0.06
BurstCycleTime 0.31 -> 0.22
Crouching & prone spread decreased.
NF HR
Bullets 15 -> 10
Spread edited to maintain pellet density at reduced pellet count.
Crouching & prone spread decreased.
SMG2
clip_size 35 -> 30
Falloff base 0.9 -> 0.8
Minimal Damage 15 -> 5
Changed ammo counts to match SMG1.
Spread is much tighter for the first five shots.
Shotgun
Falloffbase 0.65 -> 0.60
Jumping spread increased.


Misc

Script Comments were edited in vehicle_engines.txt

Empires v2.52.3
November 8, 2014

---------------------
Empires 2.52.2 Changes

Changed

Armor Speed-To-Damage is now calculated multiplicatively such that the bonus is equal to base_damage*(1+speed_to_damage*speed) instead of base_damage+speed_to_damage*speed.

Fixed

Surface properties in some buildings.

Added 

New impact sounds for dirt/sand, concrete, wood, glass and metal.

Script Changes

Vehicle Weapons

Medium Chain Gun
Heat 0.35 -> 0.45
Falloff 1800 -> 1500
HE MG
Damage 24 -> 12
Heat 5 -> 2
Cycle Time 0.5 -> 0.4
Clip Size 40 -> 25
Total Ammo Clips 4 -> 6
Reload Time 10 -> 5
Projectile Spread 0.01 -> 0.015
Standard ML
Speed 1600 -> 1800
Bio ML
Heat 6 -> 18
HIT Warhead
Name -> Nuke
HUD Name -> Nuke
Description -> Nukes are hot, slow & heavy, but powerful against buildings.
Heat 75 -> 85
Clip Size 9 -> 10
Reload Amount 3 -> 2
Salvo ML
Research Upgraded Missile Warhead -> Salvo Missile Launcher
Improved Std CN
Description -> An improved small caliber cannon that fires tank shells.

Vehicle Armor

Plain Armor
Name -> Paper Armor
Description -> A paper mache coating that offers inferior protection.
Absorbant Armor
Speed To Damage -0.01 -> -0.0002
Composite Armor
Speed To Damage -0.001 -> -0.00002
Titanium 6AL-4V
Name -> Command Vehicle Armor

Vehicle Engines

Standard Engine
Name -> Antique Engine
Description -> This old engine is slower and hotter than any other engine.
3 Phase Engine
Weight (APC & LT) 60 -> 40
Stall On Heat (All) 0.7 -> 0.5

Vehicle Chassis

BE AFV
Seat 1 Min Pitch 15 -> 20
BE APC
Seat 1 Min Pitch 15 -> 20
BE Heavy Tank
Seat 1 Min Pitch 8 -> 20
BE Medium Tank
Seat 1 Min Pitch 5 -> 20
NF Heavy Tank
Seat 1 Min Pitch 10 -> 20
NF Light Tank
Seat 1 Min Pitch 8 -> 15
NF Medium Tank
Seat 1 Min Pitch 8 -> 15
Seat 1 Min Pitch Rear 5 -> 15

Vehicle Research


Improv. Det. Comp. 30 -> 60
Upg GL 60 -> 30
HE Cannon 90 -> 60
Improv. Warhead Comp. 90 -> 60
Added Chemistry/Improved Warhead Compounds/Salvo Missile Launcher
Salvo ML -> 60
Adv. Magnet Research 90 -> 60
3 Phase 30 -> 60
Tracking Systems 120 -> 60
Homing ML 60 -> 90
Guided ML 60 -> 90

Infantry Classes

Rifleman
Added Explosive Grenade to Slot 0 (Pistol)

Infantry Weapons

BE AR
Damage 7 -> 14
Bullets 3 -> 5
CycleTime 0.05 -> 0.03
Falloff 2500 -> 2000
Falloffbase 0.90 -> 0.65
MinimalDamage 2 -> 1
Damage Head Modifier 1.6 -> 1.5
Damage Arm/Leg Mod. 0.7 -> 1
BurstCycleTime 0.4 -> 0.31
Spread & kick edited substantially
BE HR
Kick edited
NF HR
Damage 15 -> 8
Bullets 3 -> 15
CycleTime 0.18 -> 0.24
Falloff 2500 -> 2000
Falloffbase 1 -> 0.65
MinimalDamage 10 -> 1
Damage Head Modifier 1.6 -> 1.5
Damage Arm/Leg Mod. 0.7 -> 1
clip_size 15 -> 12
Spread & kick edited substantially
smg2
Damage Head Modifier 1.4 -> 1.5
Damage Arm/Leg Mod. 0.7 -> 1
Spread & kick edited substantially
Shotgun
Damage 12 -> 30
Bullets 16 -> 32
Falloffbase 0.9 -> 0.65
Minimal Damage 9 -> 1
Damage Head Modifier 1.6 -> 1.5
Damage Arm/Leg Mod. 0.7 -> 1
Spread & kick edited substantially

Empires v2.52.2
October 21, 2014

---------------------
Empires 2.52.2 Changes

Fixed

Fixed issue with engine indices that made it harder to build vehicles
Fixed issue with vehicle weapons on maps with automatically built vehicles
Fixed issue with the explosion particle on Improved Standard Cannon

Script Changes

Vehicle Weapons

Plasma Cannon
Damage 100 -> 110
Vehicle Bio Damage 2 -> 0
Vehicle Bio Time 5 -> 0
Vehicle Bio Interval 1 -> 0

Empires v2.52.1
October 18, 2014

---------------------
Empires 2.52.1 Changes

Added

Added emp_teamtext_pointentity and emp_teamsound_pointentity
Added emp_filter_chassisname

Fixed

Fixed issue with stickybombs persisting
Fixed an error causing @0 being printed instead of player coordinates in chat


Script Changes

Armor:

"Damage To Heat Absorbed" set to 0 on all armors except where noted.
"Bioweapon Damage Modifier" set to 1 on all armors except where noted.
Plain Armor - 
Replaced "mild" with "inferior" in the description.
Composite - 
Cost 25 -> 24
Health 75 -> 80
Regeneration 0.02 -> 0.01
Speed To Damage Modifier 0 -> -0.001
Reactive -
InfantryMissileResist -0.2 -> 0
Reflective -
Weight 15 -> 18
Cost 15 -> 18
Health 70 -> 100
Regenerative - 
Health 55 -> 60
Regeneration 0.08 -> 0.1
Absorbant - 
Replaced "armour" with "armor" in the description.
Weight 10 -> 12
Cost 5 -> 12
Health 65 -> 60
Speed To Damage Modifier -0.0075 -> -0.01
Damage To Heat Absorbed -0.1 -> -0.3
Titanium 6AL-4V
Regeneration 0 -> 0.004
Budget
Description "Budget armor is light and cheap with no special traits."
Weight 10
Cost 5
Research "Budget Armor"
Health 60
Regeneration 0
Angle Modifier 0
Speed To Damage Modifier 0
Other parameters set similarly to existing armors.

Vehicle Weapons:

"Reload Amount" set to 5 for all cannons except where noted.
Medium Chain Gun - 
Damage 33 -> 30
Heat 0.6 -> 0.35
Cycle Time 0.4 -> 0.3
Clip Size 150 -> 250
Reload Time 8 -> 6
Projectile Spread 0.02 -> 0.03
Plasma Machine Gun
Damage 1 -> 4
Heat 4 -> 2
Total Ammo Clips 3 -> 4
Reload Time 8 -> 3
Projectile Spread 0.03 -> 0.04
Heat To Target 5 -> 2
Improved Standard Cannon
All traits similar to Standard Cannon except where noted.
Size 1 -> 2
Speed 3000 -> 3300
Heat 10 -> 8
High Explosive Cannon
Damage 65 -> 70
Clip Size 24 -> 30
Heat To Target 0.1 -> 6
Plasma Cannon
Damage 110 -> 100
Heat To Target 10 -> 20
Vehicle Bio Damage 0 -> 2
Vehicle Bio Time 0 -> 5
Vehicle Bio Interval 0 -> 1
Rail Gun
Heat 7 -> 6
Clip Size 30 -> 60
Heat To Target 0 -> 1
BioML
Damage 50 -> 40
Salvo ML
HUD Name "4x ML" -> "S/ML"
Cost 55 -> 60
Damage 35 -> 40
Heat 4 -> 6
Weight 50 -> 70
Cycle Time -0.14 -> -0.1
Clip Size 5 -> 6
Total Ammo Clips 10 -> 12
Reload Time 3.0 -> 8.4
Projectile Spread 2.0 -> 1.5
Salvo Guided ML
HUD Name "4x G/ML" -> "SG/ML"
Homing ML
Damage 45 -> 40
Speed 2500 -> 1800
Heat 10 -> 9
Cycle Time 1.0 -> 0.9
Clip Size 6 -> 4
Total Ammo Clips 6 -> 9
Reload Time 6 -> 3
Projectile Spread 1.0 -> 1.5
Heat To Target 0.2 -> 0.1
Salvo Homing ML
Damage 50 -> 40
Speed 1200 -> 1800
Heat 4 -> 9
Weight 70 -> 100
Cycle Time -0.14 -> -0.1
Heat To Target 0.2 -> 0.1
GL
Speed 800 -> 900
Gravity 1.0 -> 0.9
Heat 8 -> 12
Cycle Time 3.0 -> 1.5
Clip Size 8 -> 4
Reload Time 10 -> 5
Heat To Target 0.4 -> 1
Explosion Force 100 -> 150
UGL
Damage 110 -> 120
Clip Size 8 -> 6
Total Ammo Clips 3 -> 6
Reload Time 12 -> 6
Heat To Target 0.3 -> 1

Engines:

Jeep Standard Engine 
Made similar to Jeep Gas Turbine Engine.
Disabled other Jeep Engines.
Fission Engine (all chassis)
Heat Output At Max -8 -> -7
Heat Output At Idle 6 -> 5
Heat Dissipation 6 -> 6
Heat Stall Penalty 0 -> 0.05
3-Phase Engine (all chassis)
Weight -> 60

Research:

Advanced Machining 120 -> 60
Gas Turbine 90 -> 60 under Advanced Machining
Budget Armor -> 120 under Advanced Machining

Chassis:

NF Jeep Handling was temporarily edited.

Classes:

Scout Rifle disabled.
Explosive Grenade disabled.
Concussion Grenade disabled.
Smoke Grenade disabled.
Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier.

Infantry Resists:

edited as follows​

"MissileExplosiveResist" 55% for all classes.
"InfantryMineResist" 40% for all classes.
No additional scout resistances.
No additional engineer resistances.
10% resistances to everything else for rifleman.
30% resistances to vehicle weapons and nothing else for grenadier.

Infantry Weapons:

BEAR 
Changed to 3-shot burst
Spread & kick edited similarly to when BEAR was a burst weapon.
NFHR
Damage 40 -> 15
Bullets 1 -> 3
Minimum Damage 30 -> 10

Empires v2.52
September 28, 2014

---------------------
Empires 2.52 Changes

Fixed:
Fixed some refinery placement issues (in particular, the mid ref on emp_cyclopean)
Fixed some exploits involving stickies
Fixed infantry not taking bio damage
Fixed another looping MG bug

Modified
emp_eastborough updated
Concs now set the screen to light grey instead of blinding white

Vehicle Scripts
Armour:
Composite - Weight 10 -> 12
Absorbant - Weight 12 -> 10

Weapons:
HIT ML - Cycle Time 10 -> 12, Reload Time 12 -> 0, Total Ammo Clips 3 -> 0, Clip Size 3 -> 9, Reload Amount N/A -> 3
Guided ML - Name "Guided ML" -> "Salvo Guided ML", Damage 70 -> 40, Cycle Time 1 -> -0.1, Reload Time 6 -> 8.5, Heat 7-> 6, Slots 2 -> 3, Total Ammo Clips 4 -> 9, Projectile Spread 1 -> 4.5, Heat To Target 0.2 -> 0.1, Weight 70 -> 100, Cost 75 -> 85
Plasma Cannon - Damage 55 -> 110, Cycle time 1.5 -> 3, Gravity .425 -> .4125, Speed 2700 -> 3000, Projectile Spread 1.5 -> 1, Slots 2 ->3, Weight 70 -> 100, Cost 70 -> 80

Research:
Compo research time doubled.

Infantry Scripts

All classes' nuke resistance increased from 30-50% to 55%.
BE SMG melee fixed.

Empires v2.51
June 22, 2014

---------------------
Empires 2.51 Changes

Added:
New briefing for emp_midbridge
New flagpole models and flags in modles/props/flagpole
New shotgun sounds for shotguns
New death sounds
New looped sounds for all standard non-specialized MGs
New Explosion sounds for most Vehicle cannons (larger variety of explosions)
Updated and expanded Vehicle cannon sounds
Added emp_sv_forcespec, which if set to 1 will let players only join the Spectator team

Fixed:
Reviving suicided players no longer gives a point
Fixed the game killing players when jumping into the side of a building
Fixed the NF camera/radar models being used for the BE engineers' previews
Fixed the binocular zoom exploit
Fixed collisions
Fixed the shotgun exploit
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
emp_sv_wait_phase_time now properly updates dynamically
Fixed players being able to launch slow RPG's
Fixed certain instances of bouncing mortars
Fixed circumventing emp_forceautoassign by using jointeam in console
Fixed a rapid wall recycle exploit
Fixed commanderless maps having their wait time start at map load
Fixed engineers not getting rank bonuses
Fixed sprays not working for some players
Fixed the game saying "Press Attack to Spawn" while out of reinforcements
Fixed view offset issues while spectating in first-person
Fixed reflective issues on emp_chain and emp_bush
Fixed holes in glycencity
Fixed shotgun not being selected by default when spawning

Modified
Bio weapons no longer remove stamina from infantry
Engineers now receive rank bonuses the moment they rank up
Mines now check if they're floating and fall if they are
Changed vehicle MG's to support looping sound files
Changed the starting music to the BF1942 version
Updated emp_money for HDR lighting and to fix an exploit
Major visual update for emp_canyon
Optimized emp_cyclopean
Added more maps to the default mapcycle
Slowed down the BE shotgun's melee speed

Vehicle Scripts
Armour:
Reflective - HP 65 -> 70
Absorbant - HP 60 -> 65

Engines:
3phase - Heat production while moving 3 -> 4

Weapons:
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
BioMG - Reload time 5 -> 10
Std ML - Damage 50 -> 40
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
Guided ML - Damage 60 -> 70

Chassis:
BE Jeep - Cost 35 -> 20
NF Jeep - Cost 50 -> 25

Infantry Scripts

BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
BE/NF Shotgun - Cycle time 1.0 -> 0.7
NFHR - Damage 35 -> 40

Empires 2.5 RC1-RC4
March 26, 2013

---------------------
Empires 2.5 Changes

RC1

Added:

+ Ported to Source 2013 Engine (All launch problems resolved).
+ Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed).
+ Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type).
+ Doing a melee attack whilst playing as infantry will interrupt reloading.
+ Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle).
+ Vehicle canons will now quickly reload whilst close to an ammo box/armoury/repair pad.
+ Vehicle and armour damage gradually changes colour depending on damage levels.
+ More controls have been bound by default for new players.
+ New names and descriptions for infantry weapons.
+ New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle).


Fixed:

* Fission Engine overheat bug.
* Fixed some incorrect skill descriptions.
* Fixed missing bushes on emp_midbridge.
* emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start).

Modified:

/ Updated Empires quickstart guide and manual.
/ Changed default scout skill from hide to enhanced senses to promote teamplay.
/ Changed resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%)
/ Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration.


Script Changes:

/ Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS*

Vehicle Armour:

/ Absorbant Armour: Cost 10 -> 5
/ Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75
/ Regenerative Armour: Regeneration 0.1 -> 0.08

Vehicle Engines:

/ 3phase Engine:
Meds: Max Speed 50 -> 45
Heavies/Artillery: Max Speed 45 -> 40
All Vehicles: Passive Heat output while moving 2 -> 3

/ Fission Engine:
Fixed overheat bug

/ Gas Turbine Engine:
Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines." 

Vehicle Weapons:


/ STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5
/ CG: Damage 19 -> 22, Weight 60 -> 50
/ MCG: Damage 29 -> 33
/ HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40
/ Standard Canon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4
/ Extended Range Canon: Inertia 1.0 -> 0.5 
/ High Explosive Canon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0 
/ STD ML: Damage 40 -> 50
/ UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7
/ BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30
/ Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5
/ Guided ML: Damage 50 -> 60
/ Salvo Homing: Damage 43 -> 50
/ UGL: Clip Size 12 -> 8

Vehicle Chassis:

/ APC Base Cost: 50 -> 20
/ APC Base Weight: 30 -> 10
/ LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30
/ LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10
/ AFV: Base Cost 150 -> 100
/ LT: Base Cost 200 -> 150
/ NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200
/ NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800

RC2

Added:

+ Empires specific tray icon when game is minimised.
+ Set up a default Gameconfig.txt file for using editing tools.
+ Map briefing for emp_chain

Fixed:

* Exploit that allowed a commander to suicide and be revived at the place he died.
* Ocassional crash / popup stating that an assert has been raised should be resolved.
* "The word "selection" in the upper left of the Team Selection panel was cut off"
* Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu).

Modified:

/ Increasing tickets on emp_arid by 50%
/ More suitable configuration for new players (increased rate to remove lag in highly populated servers)

RC3

Added:

+ Added shotguns as a weapon for the scout class.
+ Readded quick start guide to game menus.
+ Added a variety of error messages to allow users to see the reason that is preventing them from spawning.
+ Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :))
+ Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations.

Fixed:

* Players previously had to reselect spawn point if attempting to spawn whilst it was blocked.
* Exploit that allowed players to block spawnpoints.
* Drivers and passengers now exit on the correct side of the BE jeep.
* BE APC had missing snow camouflage on its turret.
* Fixed "Failed to find next rank title" error in console
* (RC1) Black panel partially covering scoreboard.

Modified:

/ Players on the same team no longer collide.
/ Building smoke has been moved to better places.
/ Some modifications to crate models.
/ Moved props around in BE barracks to more accurately reflect the collision model.
/ Spawn error messages no longer disappear until the error is resolved.
/ Experimental base swap feature reactivated.

Script Changes: (RC 3.5)

/Engineer: Now has Shotgun
/Rifleman: Now has Ranged Rifle
/All Sidearms: Melee Damage 50 -> 40
/All Primaries (with melee): Melee Damage 50 -> 70
/Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it.
/BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60
/NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80
/NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60
/Shotgun Pistol: Damage 12 -> 10
/Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else.

RC4

Added:

+ Added "mp_falldamage_amount", the amount of health lost from falling if mp_falldamage is set to 0
+ Added a new command, "emp_eng_remove_walls", which will recycle all of an engineer's walls
+ Added briefing for emp_urbanchaos
+ Added new default server.cfg. This features many improvements over the old one.

Fixed:

* (RC3) Missing shotgun GUI icon when getting ammo from ammo box
* (RC3) Missing shotgun kill icons
* (RC3) BE rifleman can now use scoped rifle.
* Several exploits on emp_slaughtered resolved.
* Bio damage over time would prevent repair pads from repairing your tank
* Another crash bug.
* Some map briefing fixes
* Fixed shiny pipes in sewers of district.
* Resolved several console errors.

Modified:

/ Added 4 additional pellets to shotgun shells
/ New version of emp_chain. (Better lighting, several buildings improved and other minor changes)
/ New version of emp_bush. (Minor optimisations and slightly less intense HDR)
/ Reduced health of jeeps (200->150), now dies in 4 ML turret hits instead of 5. Still survives 2 RPG/s mortars although is badly damaged.
/ Reduced cost of jeeps by 10 resources for both teams

Empires 2.41
March 23, 2013

---------------------
Empires 2.41 Changes

Added:

+ Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip).
+ Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu.
+ Added new HTML based news panel.
+ Added a splash screen to replace the launcher window on game start.
+ Mappers can now place engineer cameras in their maps (only partially working, they need built when the map starts and nf cameras display the BE model.)
+ New server command to instantly start sudden death: emp_sv_enable_sudden_death (1/0).

Fixed:

* Empires can now be launched if installed on a separate drive from Source SDK Base 2007 (using the Steam library feature).
* Zoom-out effect when switching rifleman weapons after using ironsight zoom.
* News panel in main screen could be duplicated when changing resolution.
* Players health could be displayed as being below 0HP after they died.
* Pacifist achievement could be gained by any player with 0 kills at the end of the round. It is now only awarded to the player with 0 kills and the highest points.
* Multiple mortar shells can now be fired at once.
* Bots can no longer earn achievements.
* Northern Faction Heavy Machine Gun would drain stamina at the incorrect rate.
* Mortar rounds could pass through Brenodi Empire Heavy tank at some angles.
* Fixed issue where empires could fail to start on some computers with multiple steam accounts.
* Map name label is now visible whilst in spectate.
* Revive icons no longer appear in the sky for unspawned players when playing as revive engineer.
* Fixed issue where wages may not update after building vehicles.
* Sticky grenades can no longer damage friendly vehicles.
* Wrong skills will no longer be shown in class menu.
* When re-customising a vehicle using a repair pad your team no longer needs the resources for the full value of the tank. It now correctly requires only the value of the changes.
* Highlight boxes when mousing over some selection boxes were too large.
* Destroyed Northern Faction APCs now have the correct texture.
* Missing rock and water textures on emp_slaughtered.
* When maximum rank is reached (commander) the next rank (in class selection menu) will read max instead of always reading commander.
* Engineers would not get second turret/camera after 4th rank.
* Squad aura was still applied whilst squad leader was dead.
* Bio weapon damage fixed. It was using the absolute world coordinates of the initial damage as the reference point to apply damage.
* Requests for health/ammo/repairs should now be clearly visible on the minimap.
* Fixed missing minimaps on emp_arid and emp_glycencity for some players.
* APC's would still heal their occupants during sudden death.
* Launcher will now exit even if user doesnt click ok in dialogue box / game exits unexpectedly.
* Using imperial instead of metric units for speedometer (available in options menu) now persists after Empires has been restarted.
* Selecting pistols could sometimes affect the selection of skills.

Modified:

/ Updated Empires manual.
/ Updated emp_palmbay.
/ Updated emp_bush.
/ Updated emp_crossroads.
/ Updated emp_escort.
/ Updated emp_slaughtered.
/ Lowered emp_streetsoffire resource rate by 50%.
/ Increased tickets for emp_mvalley, emp_duststorm and emp_cyclopean.
/ Tweaked opacity of water on emp_cyclopean.
/ Improved lighting on some tree/bush models.
/ Updated local 'Create Server' menu to say Empires 2.41 instead of 2.2 as the default server name.

Script Changes:

Research:

Upgraded Grenades - Research time: 20 -> 60.

Vehicle Armour:

Reactive - HP: 100 -> 120.
Composite - HP: 70 -> 80.

Vehicle Engines:

Fission - Max Speed: -5 mph to all chassis types.
Fission - Moving Heat Dissipation: 12 -> 8.
Coolant - Stationary Heat Dissipation: 9 -> 8.

Vehicle Weapons:

Rail Gun - Clip size: 25 -> 30.

Vehicle Chassis:

BE Heavy - Max Missile launchers: 2 -> 3.
NF Heavy - Max Missile launchers: 3 -> 5.

Infantry:

BE/NF Pistol 1 - Falloff: 1500 -> 1000.
NF Shotgun Pistol - Headshot modifier: 2.0 -> 1.6.
BE Heavy Pistol - Damage: 55 -> 60.
BE Heavy Pistol - Falloff: 600 -> 1000.
BE Heavy Pistol - RoF: 0.25 -> 0.20.
BE Heavy Pistol - Headshot Modifier: 2.0 -> 1.8.
BE Heavy Pistol - Moving accuracy modifiers: Standing -~70%, Ducking -50%, Prone -50% (Not that you can shoot whilst moving prone anyway).
NF Heavy Rifle - Damage: 32 -> 35.
BE Assault Rifle - Damage: 25 -> 30.
BE Assault Rifle - Spawn Mags: 3 -> 4.
BE Assault Rifle - Max Mags: 6 -> 7.

Removed:

- Automatic spawn selection.


Empires v2.4 (second Steam release)
December 27, 2012

---------------------
Empires 2.4 Changes

Added:

+ Added 8 steam achievements.
+ Single commander attack orders reimplemented.
+ Improved orders.
+ Ability to switch weapon group with mousewheel.
+ Player names appear on corpses
+ Engineers with revive now have a different colour icon on minimap.
+ When dead, friendly Engineers with Revive have a green revive icon above their head.
+ Diminishing returns on Refineries. (When controlling lots of refineries the return is non linear, should give losing teams a better chance to fight back)
+ Attack orders targeting infantry now show delayed positions.
+ Added version number to menu screen.
+ Spawn point auto selection.
+ Players now receive rank points for kill assists (will also tell you the name of the player that you assisted).
+ Class loadouts are now saved for duration of map.
+ Turret gibs (Turrets break apart after being destroyed).
+ Game time counter now shown in HUD.
+ Added ability for mappers to set custom CV freeze times on their maps (emp_sv_commander_freeze_time_override).
+ Non squad leaders can now invite players to their squad.
+ Can now leave squads by using the 'F' (popup) menu
+ Can now accept squad invites by using the 'F' menu.
+ Players wages are now saved after disconnection from a server (the same way that skill points are).
+ Skills in empty skill slots are now automatically selected if the player doesnt choose any.
+ If players dont select a squad they are now automatically assigned to one when they first spawn.
+ Dead players will now have a revive icon above them when playing as engineer with revive skill.
+ Engineers can now recycle vehicle carcasses with their repair tool for additional resources.
+ Commander can now abort recycling of a building by pressing the recycle button again.
+ Grenadier defusal skill now shows a defuse icon above enemy mines.
+ Re enabled DirectX 8.
+ Squad commands accessed from the 'F' menu can now be bound in the main controls menu.
+ Many new particle effects.
+ Added convars for setting seismic, HEMG, and DUMG damage multiplier against map buildables.
+ Revive Engineers can now see the names of dead players.
+ Added mine indicator icon for Grenadiers.
+ Added new Brenodi Empire Heavy Tank model.
+ Added new Brenodi Empire Heavy Pistol model.
+ Added new Northern Faction APC model.
+ Added emp_eastborough to official maps.
+ Added emp_palmbay to official maps.
+ Added emp_bush to official maps.
+ Added emp_midbridge to official maps.
+ Added emp_chain to official maps.
+ Added emp_arid to official maps.
+ Added new pine tree model.
+ The game now updates the commander vote time if it's changed in-game (using the exsting emp_sv_vote_commander_time convar).
+ New button in command view in the vehicle building screen. "Show me this Factory", centres view on the selected vehicle factory.
+ Added news panel to main menu.
+ Added link to forums in Message of the Day.

Fixed:

* Respawning in APC didn't fully change the loadout.
* Enemy units sometimes appear in the wrong area of the mini-map.
* emp_force_kill no longer prevents revive after respawning.
* Buggy cancellation of attack orders on infantry.
* Multiple selection for attack orders. (A box attack order now only selects one unit from the box for the order.)
* Client-side mortar collisions.
* Flag GUI not displaying on the first flag capture zone entered.
* Health/stamina panel not appearing when in command vehicle.
* Missiles no longer explode in NF light tank when fired to the right of the vehicle.
* Fixed incorrect implementation of scout vehicle speed upgrade skill.
* Designing a BE APC in the Vehicle Factory now shows correct side model view (AFV was shown before).
* Lost Coast models and materials will now work correctly (instead of Error boxes).
* Sudden death text at top of GUI no longer draws over number of tanks.
* BE wall now spawns at same height as NF wall (allows them to be fired over by infantry).
* Sabotaged turrets will no longer shoot at its hidden saboteur after being repaired.
* Scouts hide skill will no longer hide them from their own teams minimap.
* Smoke grenades in a vehicle factories build area no longer prevents the construction of vehicles.
* Health upgrade skill can no longer upgrade health to max health + 1.
* Vehicle camoflague textures now use significantly less video memory.
* When an enemy changed sides their corpse could be revived and they would remain on your side. 
* Armour in vehicle factory build menu was the wrong length on some models.
* Engineer build menu no longer has title "Class/Weapon selection".
* When scout rifle was zoomed and weapon was changed with 'Q' there would be a strange zoom out effect each time you changed weapon as scout.
* Target display has been raised so targets on players are no longer at their feet.
* Skill bugs where skills could sometimes be selected but not working.
* Commanders no longer get stuck in command view if they open the servers message of the day.
* Can no longer see your name when looking directly up in spectator.
* Several exploits that could be used to crash servers.
* Armour no longer overlaps the vehicle factory vehicle customisation image for certain vehicles.
* Can now pick up mines after being revived.
* Can now enter command vehicle while its sliding down a hill.
* Crosshair could disappear when playing as scout when looking at certain distances.
* Vehicle heating could be applied by holding handbrake and forward or reverse buttons simultaneously.

Modified:

/ Instant Heal removes bio damage.
/ Health crates don't give health in commanderless map Sudden Death.
/ Players can't be revived in commanderless map Sudden Death.
/ Players are moved to Spectator when dying in commanderless map Sudden Death.
/ The green crosshair when pointing at friendlies now extends across further distances.
/ Attack orders now expire depending on the position of the targeted unit.
/ Autospotting by buildings modified to spot only after an enemy unit attacks the building.
/ Changing emp_sv_commander_freeze_time now requires cheats to be enabled.
/ If a player with less than 100 health gets health upgrade skill their health isn't automatically increased to 130HP.
/ No longer need to join squads in order.
/ Research is now free.
/ Skill boundaries are now: 0/10/30/60.
/ Players now have hard collisions.
/ Reduced damage modifiers against map buildables for seismics and Depleted Uranium.
/ Increased Engineer tool healing distance by 50%.
/ Minimum value for spawn protection is now 0 seconds (server variable).
/ Increased vehicle costs.
/ Updated floor texture for Brenodi Empire Barracks.
/ Show squad menu when joining a team.
/ Minimum ammo box placement interval is now 60 seconds.
/ Building sabotage Damage Over Time reduced by 75%.
/ Vehicle weapons now have limited ammo again.
/ Updated emp_canyon.
/ Updated emp_glycencity.
/ Updated emp_crossroads.
/ Updated emp_urbanchaos.
/ Updated emp_escort.
/ Updated emp_slaughtered.
/ Updated emp_money.
/ Many balance changes. (These include, vehicle hull armour, engines and weapons, player weapons and walls among others) - These are far, far too numerous to write down individually. They'd end up with their own changelog if we did, so you'll just have to take our word for it that a lot has been done.
/ Updated NF Jeep model to improve visibility

Removed:

- Ear ringing effect from explosions.
- Autospot from buildings. Cameras and Radars still function as normal.

Empires v2.4 (first Steam release)
November 26, 2011

---------------------
Empires 2.4 Changes

Added:
New briefing for emp_midbridge
New flagpole models and flags in modles/props/flagpole
New shotgun sounds for shotguns
New death sounds
New looped sounds for all standard non-specialized MGs
New Explosion sounds for most Vehicle cannons (larger variety of explosions)
Updated and expanded Vehicle cannon sounds
Added emp_sv_forcespec, which if set to 1 will let players only join the Spectator team

Fixed:
Reviving suicided players no longer gives a point
Fixed the game killing players when jumping into the side of a building
Fixed the NF camera/radar models being used for the BE engineers' previews
Fixed the binocular zoom exploit
Fixed collisions
Fixed the shotgun exploit
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
emp_sv_wait_phase_time now properly updates dynamically
Fixed players being able to launch slow RPG's
Fixed certain instances of bouncing mortars
Fixed circumventing emp_forceautoassign by using jointeam in console
Fixed a rapid wall recycle exploit
Fixed commanderless maps having their wait time start at map load
Fixed engineers not getting rank bonuses
Fixed sprays not working for some players
Fixed the game saying "Press Attack to Spawn" while out of reinforcements
Fixed view offset issues while spectating in first-person
Fixed reflective issues on emp_chain and emp_bush
Fixed holes in glycencity
Fixed shotgun not being selected by default when spawning

Modified
Bio weapons no longer remove stamina from infantry
Engineers now receive rank bonuses the moment they rank up
Mines now check if they're floating and fall if they are
Changed vehicle MG's to support looping sound files
Changed the starting music to the BF1942 version
Updated emp_money for HDR lighting and to fix an exploit
Major visual update for emp_canyon
Optimized emp_cyclopean
Added more maps to the default mapcycle
Slowed down the BE shotgun's melee speed

Vehicle Scripts
Armour:
Reflective - HP 65 -> 70
Absorbant - HP 60 -> 65

Engines:
3phase - Heat production while moving 3 -> 4

Weapons:
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
BioMG - Reload time 5 -> 10
Std ML - Damage 50 -> 40
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
Guided ML - Damage 60 -> 70

Chassis:
BE Jeep - Cost 35 -> 20
NF Jeep - Cost 50 -> 25

Infantry Scripts

BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
BE/NF Shotgun - Cycle time 1.0 -> 0.7
NFHR - Damage 35 -> 40

Empires v2.31
February 22, 2011

---------------------
Empires 2.31 Changes

Balancing Changes:

Vehicles:

+ HIT warhead damage vs composite increased 40%, damage vs Reactive, Regen & Absorbant increased 20%
+ HEMG damage increased 15 -> 20, HEMG reload time decreased 16 -> 10
+ HIT Warhead Heat increased 40 -> 75, HIT Warhead Heat to target decreased 50 -> 30
+ Guided ML Damage decreased 70 -> 50, Guided ML reload time icnreased 3 -> 6
+ Homing ML Damage decreased 75 -> 40, Homing ML fire rate decreased 2 -> 1, Homing ML reload time decreased 8 -> 6, Homing ML lock on range decreased 8000 -> 5000, Homing ML lock on time decreased 1 -> 0.5, Homing ML Turning ability decreased 6 -> 3
+ Upgraded Homing ML removed
+ Upgraded Guided ML removed
+ Salvo Homing ML Reload time Decreased 6 -> 4, Salvo Homing ML range decreased 6000 -> 5000, Salvo Homing ML turning ability decreased 6 -> 3

Infantry:

+ Swapped BEHR and BEAR GUI positions around
+ Grenadier armour resist reduced from 30% to 20%
+ BEAR damage decreased 30 -> 25, BEAR ducking base spread decreased by 20%, BEAR moving spread increased 33%, BEAR standing maximum spread decreased 20%, BEAR crouched/prone recoil increased, BEAR standing/crouched/prone recovery increased
+ BEHR damage decreased 35 -> 30, BEHR moving accuracy increased (considerably), BEHR crouched recoil increased (slightly), BEHR standing recovery increased 300%, BEHR Ironsight spread decreased, BEHR Ironsight kick decreased
+ NFHR damage decreased 40 -> 30, NFHR falloff removed (will deal 30 damage at all ranges), NFHR standing max inaccuracy decreased, NFHR recoil decreased (considerably)
+ NFAR damage decreased 35 -> 30, NFAR minimum damage decreased 20 -> 15, NFAR base accuracy decreased, NFAR moving accuracy increased (400%), NFAR standing recoil decreased, NFAR crouched/prone recoil increased, NFAR standing recovery increased

Added:
+ Basic stats sender on server.
+ "Missing armor/engine" message in vehicle customization.
+ Rank points for kill assists.
+ Class loadouts are now saved for the duration of the game.

Removed:
+ Support for DirectX levels lower than 90.

Modified:
+ Revive icon now hovers above ragdoll instead of spot where player died.
+ Vehicles can now have limited or unlimited ammo to experiment with higher-level weaponry having limited ammo and low-level weaponry having unlimited ammo.
+ Walls, turrets and cameras are always recycleable.
+ New dam area on emp_mvalley.
+ New versions of Brenodi missile turrets level 1 and 2.

Fixed:
+ Unstuck not detecting collisions with the world.
+ Spawn points blocked by teammates.
+ Second seat view getting stuck.
+ emp_cyclopean.
+ emp_crossroads.

Empires v2.30
November 21, 2010

---------------------
Empires 2.30 Changes

Balancing Changes:
+ Changed RPG speed to 1500.
+ Railgun clip size changed from 15 to 20.
+ High Explosive Cannon heat changed from 15 to 13.
+ Updated infantry weapons.
+ BEHR and BEAR positions in class selection screen switched.
+ Grenadier mine detection image replaced with Grenadier Armour.
+ Grenadier Bullet resist 0.0 -> 0.3 (30% resist to bullets. 40 damage weapon does 28 to Grenadier, etc).
+ Spawn ammo for Scout rifle 15 -> 10.
+ Max ammo for BEAR 90 -> 80.
+ Concussion Grenade timer 3 -> 4.
+ Seismic Grenade timer 6 -> 5 (May or may not make a difference, timer may be hardcoded).
+ HMG Damage 25 -> 30, HMG Falloff 1000 -> 1500.
+ Mortar Damage 120 -> 130.
+ Pistol 1 Damage 30 -> 28, Pistol 1 Minimal damage 23 -> 17, BE pistol clip size 15 -> 12 (NF pistol 1 was always 12).
+ BE Pistol 2 Minimal Damage 30 -> 25.
+ BEAR Minimal Damage 22 -> 22, BEAR DuckingSpreadMax 0.2 -> 0.3, BEAR ProneSpreadMax 0.1 -> 0.2, BEAR StandingSpreadIncrement 0.0050 -> 0.0055, BEAR DuckingSpreadIncrement 0.0040 -> 0.0045, BEAR ProneSPreadIncrement 0.0030 -> 0.0035, BEAR IronsightKick (Jumping, Standing, Ducking and Prone) 0.75 -> 0.5
+ BEHR Damage 40 -> 35, BEHR Minimal damage 27 -> 20, BEHR StandingSpreadModifier 0.05 -> 0.025, BEHR StandingSpreadDecrement 0.05 -> 0.03, Kick vertically was lowered considerably, but I'd have to paste a tonne of values just to show I lowered it.
+ Scout Rifle Falloff 8000 -> 6000 (This may or may not make any difference at all. If not, I'll lower it further next patch)
+ RPG damage 120 -> 130.
+ NFHR Damage 45 -> 40, NFHR Minimal Damage 30 -> 28, NFHR StandingSpreadModifier 0.1 -> 0.2, NFHR StandingSpread 0.005 -> 0.007, NFHR JumpingSpreadIncrement 0.01 -> 0.022, NFHR JumpingSpreadIncrement 0.008 -> 0.015, NFHR DuckingSpreadIncrement 0.006 -> 0.012, NFHR ProneSpreadIncrement 0.005 -> 0.01
+ NFAR Falloff 2000 -> 1500, NFAR FalloffBase 0.9 -> 0.85, NFAR Minimal Damage 24 -> 20


Added:
+ Muzzle flash effects for cannons, missiles and artillery cannons.
+ Draw distance set for most particles to 10k units.
+ Sudden death on urbanchaos after 45 minutes.

Removed:

Modified:
+ Allow building refineries near enemy walls.
+ Restricted turrets during sudden death on maps without commander.
+ Disabled healing and squad heal during sudden death on maps without commander.
+ Sudden death causes ticket bleed that ends at 0 : 0.
+ Lowered speed of vehicles going out of vehicle factory.
+ Allow building vehicles when vehicle factory is restricted but there's enough wages to pay for vehicle.
+ Doubled health regeneration from health regeneration skill.
+ Increased stamina boost from stamina increase skill.
+ Added tone mapping controller to: emp_crossroads, emp_cyclopean, emp_escort and emp_isle.
+ Spawn protection is disabled after firing a weapon.

Fixed:
+ Server used wrong collision mask for unstuck check and teleported players that were not stuck.
+ Armory placed in Hammer and not built at start had working ammo and health crates.
+ Chat was reset during revive.
+ Player heard "vehicle constructed" sound instead of the commander.
+ Client vehicle machine gun firing each frame in prediction.
+ Commander not visible in death messages for kills from turrets.
+ Grenades sticking only to NF infantry.
+ Vehicle spawner checking if chassis was researched when told not to.
+ Ammo and health crates prediction bug.
+ Semi-automatic weapons being dependent on player latency.
+ Vehicles not being precached on map without command vehicle.

Empires v2.29
November 8, 2010

---------------------
Empires 2.29 Changes

Balancing Changes:
+ Research time for Mediums reduced by 60 seconds.
+ Research time for Heavies increased by 90 seconds.
+ Base cost of Heavies increased.
+ Base cost of Mediums decreased.
+ Base cost of Artillery decreased.
+ Max weight of Artillery increased (+50).
+ All vehicle weapon costs halved.
+ Salvo Homing Launcher is now a 3 slot weapon. Reload time changed from 10 s to 6 s.
+ CV armor heat to target 0.14 -> 0.05.
+ Tracking systems (precursor to Salvo and Homing) research time/cost increased from 60/60 to 120/400 respectively.

Added:
+ Materials using parallax occlusion mapping.
+ Custom vbsp.exe that is replacement for source2007/vbsp.exe for mappers that want to compile maps using LightmappedParallax.

Removed:

Modified:
+ Reverted RPG speed to 1200.
+ Updated particles.
+ emp_escort
	- Added geometry to last flag, added back pathway from 2nd flag once BE caps.
	- Added pathway for BE at new tunnel on first flag.
	- Raised skybox so you can fire mortar upward in most sections of the map. 
	- Added doors to the canal/tunnel on 4th flag that are opened when you build the bridges.
	- Reenabled level 3 turrets.
	- Brenodi starts with 1 million resources.
+ emp_district402
	- Disabled bleed.
	- Enabled sudden death with no revive after 45 minutes.
	- Moved capture points to make defense at the back viable strategy.
	- Changed tickets to 150.
+ emp_cyclopean
	- Shallowed water.
	- Fixed tree translucency.
	- New textures and new water included.
	- Flattened areas outside of main bases so barracks can fit.
	- Moved 1 of the center refineries.
	- Refineries start as built.
+ Default values for cvars in server.cfg.
+ Changed mortar reload animation rate from 27 FPS to 40 FPS.
+ Can holster mortar at any time.
+ Draw crosshair as red even hiding.
+ Changed Brenodi chat color to closer to purple.
+ Mortar shells don't collide with teammates.
+ Disable revive and squad revive on non-commander maps when sudden death starts.
+ Don't show scoreboard after game ends.
+ Changed commander name color to show health of most damaged armor side and vehicle body.
+ Removed stamina penalty for shooting scout rifle.
+ Changed scout rifle clip size from 5 to 10.

Fixed:
+ Simplified parallax shader to avoid BSOD caused by fault in graphics card driver.
+ Enemy commander hearing about vehicle construction.
+ Fixed incorrect player collision mask used on ladder.
+ Prediction bug causing non-smooth movement in spectator mode.
+ Don't show "Spawn blocked" when another player stands on spawn point.

Empires v2.28
October 11, 2010

---------------------
Empires 2.28 Changes

Balancing changes:
+ Homing Salvo reload time 5 s -> 10 s.
+ Rail Gun Clip size 40 -> 15 and reload time 2 s -> 7 s.
+ Turret Level 2 and 3 research time 90 s and 90 s. 
+ Standard CG damage 24 -> 28, cycle time 0.025 s -> 0.05 s. weight 70 -> 60
+ CV armor 250 -> 200, hull 2000 -> 1000.
+ 10% faster RPG missiles.
+ HE cannon heat 22 -> 15, Ranged cannon heat 11 -> 10.
+ GML:Clip Size 4>5|heat 8>7
+ UGML:heat 10>8|Clip Size 4>5	
+ Modified infantry weapon scripts.

Added:
+ Parallax occlusiong mapping shader. Use VertexLitParallax or LightmappedGeneric. Brenodi jeep uses POM as a test.
+ emp_sv_debug_build_vehicles allows building vehicles without VF.

Removed:

Modified:
+ Don't allow making squads without forming previous squads (ie. can't create Bravo without someone creating Alpha first).
+ Readded 9th mining.
+ Changed automatic visibility on minimap:
	- infantry spots enemies within 5000 inches
	- infantry doesn't spot other infantry
	- buildings spot infantry within 1000 inches
	- buildings spot other enemies within 5000 inches (small buildings like MG turret don't spot)
+ Moved viewpoint on Brenodi Medium tank to the back.
+ Updated manual.
+ Updated emp_escort.
+ Updated emp_isle.

Fixed:
+ No warning about problem with finding commander armor.
+ Memory corruption on server at level shutdown.

Empires v2.27
September 30, 2010

---------------------
Empires 2.27 Changes

Added:
+ Lua chat hooks.
+ Lua traces and player messages.
+ Commander can promote any member of squad to leader.

Removed:
+ Research initialization.

Modified:
+ Lowered latency effect on semiautomatic weapons.
+ Changed Ranged Cannon cycle time to 1.5 s from 2.0 s.

Fixed:
+ Scout not being hidden on minimap.
+ Team with no barracks was bleeding past last ticket end losing.
+ Spawn protection enabled outside of barracks. Minimum time set to 1 s.
+ Wages showing being visible to enemy.
+ emp_canyon and emp_crossroads.
+ slua_file not working on dedicated servers.


Empires v.26 RC3
September 25, 2010

---------------------
Empires 2.26 RC3 Changes

Added:

Removed:

Modified:
+ Scaled physics push for tanks driving out of vehicle factory to behave properly with different tickrates.
+ Allow building artillery tank with 2 small artillery cannons.
+ Changed vehicle cooling skill bonus from 25% to 15%.

Fixed:
+ Seismic grenade was always doing 100 additional damage.
+ Fixed wrong ironsight accuracy modifiers.


Empires v2.26 RC2
September 24, 2010

---------------------
Empires 2.26 RC2 Changes

Modified:
+ Scouts with radar stealth are not visible on minimap.
+ Scouts are not visible on minimap when hiding.

Fixed:
+ BE not seeing BE buildings.
+ Building damage resists parsed improperly were set to 0.
+ Updated vehicle presets to match modified armors.


Empires v2.26 RC1
September 23, 2010

---------------------
Empires 2.26 RC1 Changes

Balancing Changes:
+ Wages:
x. Doing actions gains players "wage"
x. Wage is a players personal res pool
x. Wage is taken before team res while building a tank
+ CV Engines Heat Output At Idle 1>0|Heat Output At Max 2>4

+ Increased heat of all mgs:
X. std mg 0.1>1
X. bio mg 0.5>1.5
X. 50 MG 0.2>0.8
X. 50 HMG 0.2>0.8
X. DU MG 0.5>1.5
X. DU HMG 0.75>1.7
X. Chaingun 0.3>0.35
X. chain med 0.5>0.6
X. HE MG 1>3.5
X. Plasma MG untouched

+ HIT:Force increased to 100,000
+ Ranged Cannon: Damage 70 > 60 |Heat 14 > 11| Cycle time 1.5 > 2.0
+ Plasma Cannon: Damage 30 > 55 |Heat 26 > 20| Heat to target 20 > 10
+ Homing ML: Damage 70 > 75
+ Upgraded Homing ML: Damage 85 > 90
+ Salvo Homing ML: Damage 40 > 43
+ Bio MG DoT Reduced by 1 per interval (6>5, functional DoT 90>75)

+ Absorbant: HP from 55->60| speed to damage from -0.0075 to -0.008
+ Reactive:Damage modifier from 0.9 to 0.8|hp from 70 to 65

+ Changed repair values for all vehicles(except CVs)
X. repair station hull repair from 25 to 15
X. Engineer hull repair from 1 to 2
X. repair station armor repair from .25 to 1
X. Engineer armor repair from .1 to .05

+ Improved Detonation Compounds: time 90 to 30
+ Explosive Shells: Time 60 to 120
+ lvl 2 turrets 90 sec > 45 sec
+ lvl 3 turrets 120 sec> 90 sec
+ regen armor 150 sec > 90 sec
+ reactive armor 120 sec > 90 sec

+ NF JEEP: increased cost by 5 (55->60)

+ BE pistol2: Reduced falloff to 400(from 600) Reduced damage to 14(from 19). Removed burst
+ Gren: Mine start ammo : From 5 to 4
+ Scout: Smg2 ammo from 60 to 80 | Starting Smg2 ammo from 20 to 40

+All buildings resists to mines to 0.9 (except engi camera/radar, walls and AF)

+ Infantry resists:
X. Scout|Mortar resist 0.1>0 Mine resist 0.10>0.11
X. Rifle|Mortar resist 0>0.05 Mine resist 0.30>0.11
X. Gren |Mortar resist unchanged Mine resist 0.15>0.11
X. Engi |Mortar resist 0.1>0 Mine resist unchanged

+Ticket Bleed of 1 per 60 seconds after a team loses all spawn points.

+ Vehicle skills (speed, damage, cooling and armor) give 25% boost by default.
+ Rifleman infantry damage skill gives 25% boost by default.

Added:
+ Support for empires entities to fade and have choices like parenting and have dynamic shadows etc.
+ FGD with the correct vehicle spawner names and chassis (and number system)
+ More Lua bindings and examples. Commands to run Lua code are slua_file and slua_string.
+ Lua support for advanced research conditions (multiple prereqs, forks, etc)
+ Coordinates in the voice status, changed position to not be obstructed by other gui elements.
+ Slow ticket bleed if team has no spawn points (to trigger sudden death). emp_sv_norax_penalty_interval, default is 60.
+ Promote to lead button for squads.
+ Color coded vehicle count. Green means unrestricted vehicle factory.
+ Client-side server bans. Malicious servers are manually added to it by developers.
+ Metric/imperial option for speedometer
+ Check for emp_info_params while starting the server. Should give proper error message.
+ Show max vehicles on GUI
+ Made rank points and titles scriptable.
+ Support for ML impact particles
+ Support for GL explosion particles

Removed:
+ Chassis-specific armors.
+ Bits of Steamworks API.
+ Attack orders. Functionality replaced by visibilty of enemy units on minimap.

Modified
+ Removed reloading of clips for vehicle weapons. Vehicle weapons have infinite amount of clips.
+ Switched to LuaJIT.
+ emp_sv_debug_instant_build is not a cheat.
+ Minimum spawn protection changed to 3s.
+ Removed AllocTempVector to check if it improves performance (potentially less locking).
+ 2nd skill gets activated after getting 10 rank points.
+ Empty's Particle Patch 1
+ The detail overlay on canyon cliffs.
+ The detail overlay on the canyon rock models.

Fixed:
+ Crash in vehicle spawner.
+ Weapon X and Y kick were using same random stream.
+ Grenade launcher particles.
+ Double damage from hitting turret.
+ Server checks for semiautomatic weapon. Fixes exploit.
+ Duplicate network variables for grenades.
+ Prediction errors related to stamina.
+ Vehicle spawner not ignoring research when specified.
+ Slow weapon lookup from scripts.
+ Prediction error related to zoom not being run on client.
+ Player collisions with teammates.
+ Bots not respawning.
+ Melee not triggering lag compensation.
+ Hilltop texture in canyon
+ GL nuke particles.


Empires v2.25b
April 29, 2010

----------------------
Empires 2.25b Changes

Balancing changes:
+ Fission reactor 90 s -> 60 s
+ Chemistry 90 s -> 60 s
+ Improved Heat Transfer Fluids 90 s -> 60 s
+ Advanced Coolant Engine 120 s -> 90 s
+ Mechanical Engineering 90 s -> 60 s
+ Upgraded Chassis 90 s -> 60 s
+ Medium Tank Chassis 120 s -> 90 s
+ Gas Turbine Engine 150 s -> 120 s
+ Electrical Engineering 90 s -> 60 s
+ 3 Phase Engine 60 s -> 30 s
+ Biology 90 s -> 60 s
+ Regen armor 180 s -> 150 s
+ Reactive 150 s -> 120 s

+ Standard MG damage 40 -> 30
+ Medium .50 cal damage 50 -> 40
+ Heavy .50 cal damage 60 -> 50
+ Chain gun damage 24 -> 16
+ Medium chain gun 32 -> 35

+ RPG missile damage 105 -> 120

Removed:
+ White flash when firing cannon or missile launcher.
+ Outdated map-specific config files.

Modified:
+ Optimized particle effects.
+ Steam avatar is now used as voice chat icon.
+ Disabled pushing away from other players.
+ Resource amount on emp_streetsoffire changed to 75% of current value.
+ emp_sv_refinery_multiplier 3 -> 10 on emp_escort.

Fixed:
+ Fixed crash when drawing crosshair.
+ Fixed crash when using vehicle factory from commander view.
+ Fixed crash when creating engineer kit sparks.
+ Fixed engineer sparks created multiple times per frame on client.
+ Tickets used are saved for reconnecting players.
+ Fixed exploit where player could skip delays between bursts.
+ Player could select weapons not belonging to his class/team.


Empires v2.25a
April 18, 2010

----------------------
Empires 2.25a Changes

Modified:
+ 3 phase APC engine horsepower set to 1050 from 5000.
+ Used SSE2 for all server and client binaries.
+ Reflective armor's damage reduction is cut off at 50% and depends linearly on angle between missile direction and surface normal.

Fixed:
+ Fixed crash when player didn't have one of weapon choices filled in.
+ Fixed crash on NULL activator in vehicle spawner.


Empires v2.25
April 14, 2010

----------------------
Empires 2.25 Changes

Added:
+ Spectators can now see the names and health of nearby players when spectating.
+ Hint system.
+ Speedometer.
+ emp_forceautoassign
+ emp_scrambleteams
+ Map entities swappable between teams, via a console setting.
+ Autorespawn support for emp_vehicle_spawner. You can still spawn as many vehicles as you like, but only the most recent will respawn on its destruction.
+ Sabotage support for map buildables.
+ Steamworks API.
+ Chat escape sequences %_r and %_R for research and research time respectively.
+ Skins (camouflage) for vehicles.
+ Unbuilt and sabotaged building effects.
+ Chassis-specific self-destruct timers for vehicles.
+ More weapon variables like turning speed, explosion force, etc can be changed in the scripts.
+ Made grenade timer, damage and explosion radius scriptable.
+ Made heal and repair amount for the engy tool scriptable.
+ Custom particles appear on a vehicle when it dies.
+ Implemented scriptable VGUI skills and weapons for the classes.
+ emp_sv_lua_from file displays Lua error messages now.
+ Per map particle manifests.
+ Particle support for all grenades.
+ Particles for vehicle weapons.
+ Show current research in hud.
+ Color in commander name dependent on health.
+ Cvar to show damage done to tanks in number.
+ Added a console command to dump all the active sound names.
+ Static crosshair with hud_dynamicrosshair 0.

Modified:
+ Map skybox raised for commander view and standardized squad artillery.
+ emp_canyon: Reworked with textures and added rain.
+ emp_district402: Added back way into NF 3rd flag.
+ emp_duststorm: Reworked with textures and effects.
+ emp_isle: Retextured, replaced old palm trees and added 2 new ladder in NW.
+ emp_glycencity: Retextured and tweaked to allow acceptable HDR, new snow blending effect.
+ CV hull health is 2000, CV armor plate health is 250.
+ Soft collisions: player doesn't collide with teammates but instead is slowly pushed away.
+ Optimized bandwidth used by dumb missiles and shells.
+ Optimized CPU time used by tanks.
+ Scout sabotage changed from damage type to setting health directly.
+ Chat window now always has a slightly grey background.
+ Sabotage damage to 4hp every 3 seconds.
+ The amount of ammo a class gets at spawn is now scriptable.
+ Grenadier can now carry 12 rockets (gets 8 at spawn). He also gets 5 mines at spawn (max is still 8).
+ When spotting enemy armor, it will now name the actual chassis of the vehicle instead of just "armor".
+ Restrict skid sounds to play only if handbrake is pressed.
+ Limit horns to a time interval, rather than 4 times per map.
+ Game music volume is now set by volume slider in options.
+ First spawn does not take any tickets.
+ Bots follow your view angles in vehicles.
+ Ambient Sound Lengths are no longer hardcoded.
+ Changed the dropdown-box for vehicle weapons to buttons.
+ Enable APC spawns from the start.
+ Disabled green background in mortar HUD.
+ Scoreboard now shows the classes of all players after the game ends.
+ Player now always sees the chassis indicator for tanks of the same team.
+ Moved heat capacity from chassis to engine.
+ Each commander has his own engine now.
+ Increased the amount of particles that can be sent through the TE system to 4096.
+ Increased the max engineer walls to 30.  Full walls now cost 3 of this limit, 1/3 walls cost 1.
+ Fixed an issue with commander ML turrets not doing damage when you built them and then changed team.
+ Made the vehicle preset dropdown bigger so you can write more in it.
+ Precache all vehicle models on maps where commander exists.
+ Dead people can talk with alive people.
+ Teammates are not blinded by concussion grenades.
+ Projectiles (grenades) go through friendly players.

Fixed:
+ emp_streetsoffire: Fixed crash.
+ Changing infantry weapons as vehicle passenger works again.
+ Invalid chat escape sequences are printed back to chat.
+ Particle tracers no longer spout off attachment error.
+ Chat window hides when nothing to read.
+ Crash in spectator.
+ Crash with the vehicle spawner.
+ Calculator amount doesn't get reset on suicide.
+ Can now destroy buildables that have never been healed (issue with solid on spawn).
+ Fixed issue with sabotage triggered outputs.
+ Stats saving after a client disconnect.
+ Passenger could control tank.
+ Removed unnecessary (un)parenting when getting attachments.
+ Multiplayer tonemapping fixes.
+ Unbuilt walls not taking damage.
+ Fixed bug where player sees mortar shells from a grenadier staying inside his model.
+ Fix showing default tracer instead of weapon-specific for vehicle MGs.
+ Scout rifle cycle time matches animation.
+ Effective turn rate of missiles depending on tick rate.
+ Resources given from refineries with output greater than 1 weren't scaled properly.
+ Incorrect starting point for weapon tracer.
+ Scout silencer not working.