Version/2.11.x: Difference between revisions

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{{SitenavNested|:Change_Log|Patch notes}}
'''Script version: Devastation'''
'''Script version: Devastation'''


== Version 2.11.0 ==
== Version 2.11.1 ==
''Initial release: 25 december 2016 (estimated)''
''Released: 25 December 2016''


=== Features ===
=== Features ===
Line 38: Line 39:
** Updated Tank engine sounds
** Updated Tank engine sounds
** Updated AFV/APC engine sounds
** Updated AFV/APC engine sounds
** Updated Bullet impact sounds
** Updated Grenade Firing sounds from APC
** Updated Grenade Firing sounds from APC
** Updated Chain Guns
** Updated Chain Guns
Line 46: Line 46:
** Updated HEMG
** Updated HEMG
** Updated Plasma MG
** Updated Plasma MG
** Updated Bullet impact sounds
*** On Metal
*** On Metal
*** On Dirt
*** On Dirt
Line 63: Line 64:
** Pacifist
** Pacifist
** Partybus
** Partybus
** Quid pro Quo
** Quid Pro Quo Pro


=== Bugfixes ===
=== Bugfixes ===
Line 79: Line 80:
* Fixes for emp_isle by D.D.D. Destroyer:  
* Fixes for emp_isle by D.D.D. Destroyer:  
** Standardised health of bridges - 300 initial, 500 max [That's 3/5 RPGs to destroy]
** Standardised health of bridges - 300 initial, 500 max [That's 3/5 RPGs to destroy]
** Bridges now need to be built after they respawn [Each requires 100 charge with Repair Upgrade]
** Southern bridge is now harmable only by Grenadiers, like the rest of them
** Southern bridge is now harmable only by Grenadiers, like the rest of them
** Lowered some hovering trees back into the ground
** Lowered some hovering trees back into the ground
Line 98: Line 100:




<big>*Updated weapons/armors description.</big>
<big>*Updated weapons/armors/researches description.</big>


<big>*Updated sound script.</big>
<big>*Updated sound script.</big>
Line 104: Line 106:


<big>New Researches:</big>
<big>New Researches:</big>
*New Research : "Enhanced Homing Missile AI"
*"Enhanced Homing Missile AI"
"Parent" "Homing Missiles"
"Parent" "Homing Missiles"
"Time" "90"
"Time" "90"


*New Research : "Enhanced Grenadier Missiles"
*"Enhanced Grenadier Missiles"
"Parent" "Upgraded Chassis"
"Parent" "Upgraded Chassis"
"Time" "45"
"Time" "45"
Extra damage for Gren RPG : 30
Extra damage for Gren RPG : 30


*New Research : "APCR Grenadier Missiles"
*"APCR Grenadier Missiles"
"Parent" "Advanced Chassis"
"Parent" "Advanced Chassis"
"Time" "45"
"Time" "45"
Extra damage for Gren RPG : 30
Extra damage for Gren RPG : 30


*New Research : "Heavy-duty Missile Warhead"
*"Heavy-duty Missile Warhead"
"Parent" "Upgraded Missile Warhead"
"Parent" "Upgraded Missile Warhead"
"Time" "120"
"Time" "120"


*New Research : "Aerodynamic Shells"
*"Aerodynamic Shells"
"Parent" "Extended Range Cannon"
"Parent" "Extended Range Cannon"
"Time" "105"
"Time" "105"


*New Research : "TOW Guided Missiles"
*"TOW Guided Missiles"
"Parent" "Guided Missiles"
"Parent" "Guided Missiles"
"Time" "120"
"Time" "120"


*New Research : "Experimental Railgun"
*"Experimental Railgun"
"Parent" "Advanced Magnet Research"
"Parent" "Advanced Magnet Research"
"Time" "90"
"Time" "90"


*Research change: "Rail gun" --> "Overcharged Railgun"
*"Enlarged Explosive Shells"
"Parent" "Experimental Railgun"
"Time" "90"
 
*New Research "Enlarged Explosive Shells"
"Parent" "Explosive Shells"
"Parent" "Explosive Shells"
"Time" "105"
"Time" "105"


*New Research "Virulent Shells"
*"Virulent Shells"
"Parent" "Biological Cannon"
"Parent" "Biological Cannon"
"Time" "90"
"Time" "90"


*New Research "Virulent Warhead"
*"Virulent Warhead"
"Parent" "Biological Warhead"
"Parent" "Biological Warhead"
"Time" "75"
"Time" "75"


Changes of existing researches:
 
*Research : "Upgraded Chassis"
<big>Changes of existing researches:</big>
 
*"Rail gun"
"Name" "Rail gun" --> "Overcharged Railgun"
"Parent" "Experimental Railgun"
"Time" "90"
 
*"Upgraded Chassis"
Time 60==>120
Time 60==>120


*Research : "Advanced Chassis"
*"Advanced Chassis"
Time 180==>200
Time 180==>200


*Research : "Heavy Tank Chassis"
*"Heavy Tank Chassis"
Time 180==>240
Time 180==>240


<big>New vehicle weapons:</big>
<big>New vehicle weapons:</big>
*New :
*Improved Homing ML -- IH/ML
Improved Homing ML -- IH/ML
"Size" "3"
"Size" "3"
"Cost" "140"
"Cost" "140"
Line 180: Line 185:
"Turning Ability" "3.15"
"Turning Ability" "3.15"


*New :
*TOW Guided ML -- TOW-G/ML
TOW Guided ML -- TOW-G/ML
"Size" "3"
"Size" "3"
"Cost" "135"
"Cost" "135"
Line 198: Line 202:
"Turning Ability" "1.85"
"Turning Ability" "1.85"


*New:
*"Heavy-duty ML"
"Heavy-duty ML"
"Size" "3" //number of slots required when selecting weapons
"Size" "3" //number of slots required when selecting weapons
"Cost" "110"
"Cost" "110"
Line 213: Line 216:
"Explosion Radius" "125"
"Explosion Radius" "125"


*New :
*Advanced Salvo ML -- A-S/ML
Advanced Salvo ML -- A-S/ML
"Size" "3" //number of slots required when selecting weapons
"Size" "3" //number of slots required when selecting weapons
"Cost" "135"
"Cost" "135"
Line 228: Line 230:
"Explosion Radius" "100"
"Explosion Radius" "100"


*New :
*High Energy Plasma MG -- H-E Plasma MG
High Energy Plasma MG.
"Size" "3"
"Size" "3"
"Cost" "100"
"Cost" "100"
Line 244: Line 245:
"Heat to Target" "1.9"
"Heat to Target" "1.9"


*New :
*Thermobaric Cannon -- Thermo. CN
Thermobaric Cannon -- Thermo. CN
"Size" "3" //number of slots required when selecting weapons
"Size" "3" //number of slots required when selecting weapons
"Cost" "130"
"Cost" "130"
Line 260: Line 260:
"Explosion Force" "600"
"Explosion Force" "600"


*New :
*Heavy-duty Ranged Cannon -- H/Ranged CN
Heavy-duty Ranged Cannon -- H/Ranged CN
"Size" "3" //number of slots required when selecting weapons
"Size" "3" //number of slots required when selecting weapons
"Cost" "135"
"Cost" "135"
Line 276: Line 275:
"Explosion Force" "100"
"Explosion Force" "100"


*New :
*Railgun (2-slot)
Railgun (2-slot)
"Size" "2" //number of slots required when selecting weapons
"Size" "2" //number of slots required when selecting weapons
"Cost" "80"
"Cost" "80"
Line 291: Line 289:
"Explosion Radius" "100"
"Explosion Radius" "100"


*New :
*Virulent Cannon (3-slot Bio cannon)
Virulent Cannon (3-slot Bio cannon)
"Cost" "130"
"Cost" "130"
"Damage Type" "BioArt"
"Damage Type" "BioArt"
Line 313: Line 310:
"Vehicle Bio Interval" "0.4"
"Vehicle Bio Interval" "0.4"


*New :
*"Virulent Warhead" (3-slot bio ML)
"Virulent Warhead" (3-slot bio ML)
"Size" "3"
"Size" "3"
"Cost" "125"
"Cost" "125"
Line 336: Line 332:
"Vehicle Bio Interval" "0.5"
"Vehicle Bio Interval" "0.5"


*New :
*"HE HMG"
"HE HMG"
"Size" "3"
"Size" "3"
"Cost" "125"
"Cost" "125"
Line 351: Line 346:
"Heat to Target" "0"
"Heat to Target" "0"
"Explosion Radius" "200"
"Explosion Radius" "200"


<big>Changes of existing vehicle weapons:</big>
<big>Changes of existing vehicle weapons:</big>
Line 400: Line 396:
*Bio cannon
*Bio cannon
Heat 11 ==> 13
Heat 11 ==> 13


<big>Changes of existing infantry weapons:</big>
<big>Changes of existing infantry weapons:</big>
Line 428: Line 425:
Falloff 1500==>2000
Falloff 1500==>2000
Minimal Damage 15==>18
Minimal Damage 15==>18


<big>Changes of existing vehicles:</big>
<big>Changes of existing vehicles:</big>
Line 453: Line 451:


*BE Medium Tank
*BE Medium Tank
axleration 0.6==>0.7 (More reverse power)
axleratio 0.6==>0.7 (More reverse power)
recycle percentage - 40% -> 50%
recycle percentage - 40% -> 50%
Time to recycle (with repair upgrade) 50s -> 45s
Time to recycle (with repair upgrade) 50s -> 45s
Line 482: Line 480:


Research moved to main branch of Electrical Engineering
Research moved to main branch of Electrical Engineering
Research time 60 ==> 90
Research time 60 ==> 90


Line 489: Line 488:
*Deflective Armor
*Deflective Armor
Bio damage modifier 1=>0.85
Bio damage modifier 1=>0.85


<big>Changes of existing engines:</big>
<big>Changes of existing engines:</big>
Line 496: Line 496:
*All engines, except for standard/bio will be able to output 5% power when overheated.
*All engines, except for standard/bio will be able to output 5% power when overheated.
Fission 10% ==> 15%
Fission 10% ==> 15%


<big>Changes of infantry classes:</big>
<big>Changes of infantry classes:</big>
Line 513: Line 514:
Explosive Resist 0 ==> 0.1
Explosive Resist 0 ==> 0.1
Infantry Mine Resist 0 ==> 0.2
Infantry Mine Resist 0 ==> 0.2
[[Category:Patch_Notes]]

Latest revision as of 22:02, 6 August 2021

Home > Patch notes > Version/2.11.x
Script version: Devastation

Version 2.11.1

Released: 25 December 2016

Features

  • Voice pop-ups now display avatar and map coordinates.
  • Players can now execute specific binds for leading squads through editing squadleader.cfg
  • New mass unit selection feature for commanders. Holding the ctrl key (default bind) and clicking a unit will select all on-screen units of the same type. This can be used in conjunction with shift to add units to your current selection.
  • De-selection improvement for commander selection. Holding the ctrl key (default bind) and dragging a box over selected units will deselect them.
  • Commander recycle now sets the whole selection to one unified recycle state rather than reversing their current state.
  • Increased the speed of the animations used in the research menu, this should allow navigation of research trees to be twice as fast.
  • The squad menu now has a compass-like feature, the arrow directs you to your squad leader.
  • Added translation support to empires. Translation has started on the following languages:
    • Chinese (Traditional)
    • German
    • Polish
    • Russian
  • Added new sounds:
    • New Extended Range cannon sound with impact
    • New Bio Cannon sound with impact
    • New Building ambiance sounds for
      • Barracks
      • Vehicle Factory
      • Radar
    • New Reloading sounds for different types of missiles
    • New firing sound for missiles
    • Unique sound for impact of different missiles
  • Updated Sounds:
    • Updated all BE infantry weaponry
    • Updated all NF infantry weaponry
    • Updated all Grenade sounds
    • Updated HE cannon with impacts
    • Updated Artillery sound effects
      • 203mm and HE artillery
    • Updated Plasma cannon with impacts
    • Updated Railgun with impacts
    • Updated Tank engine sounds
    • Updated AFV/APC engine sounds
    • Updated Grenade Firing sounds from APC
    • Updated Chain Guns
    • Updated .50 cal MG
    • Updated Standard MG
    • Updated Bio MG
    • Updated HEMG
    • Updated Plasma MG
    • Updated Bullet impact sounds
      • On Metal
      • On Dirt
      • On Flesh
      • On Wood
      • On Concrete
      • On Glass
    • Re-added the old Main Menu theme
    • Updated Tutorial voice over
  • "Requesting air support" in F-menu replaced by "Requesting commander attention"
  • Added 8 achievements:
    • Back from the Dead
    • Drive Me Closer
    • Free Market
    • Just in Time
    • Never Give up, Never Surrender
    • Pacifist
    • Partybus
    • Quid Pro Quo Pro

Bugfixes

  • Fixed a bug where recycle was returning more resources than intended. Recycle percentages/times adjusted accordingly.
  • Fixed a bug where halted missiles weren't exploding. Causing instability with higher player counts and eventually causing the server to crash.
  • Fixed a crash with explosions occurring near emp_eng_map_brush entities.
  • Fixed an exploit related to crouching and stuck viewports.
  • Removed exploit using emp_gren_followProjectileView.
  • Fixed load order of hammer definition files.
  • Fixed warnings about unused EmpCloakProxy material.
  • Fixed some palm tree models missing collisions.
  • Commander under attack notification no longer plays when full damage is resisted.
  • Fixed crash on quit
  • Fixed crash on resize
  • Fixes for emp_isle by D.D.D. Destroyer:
    • Standardised health of bridges - 300 initial, 500 max [That's 3/5 RPGs to destroy]
    • Bridges now need to be built after they respawn [Each requires 100 charge with Repair Upgrade]
    • Southern bridge is now harmable only by Grenadiers, like the rest of them
    • Lowered some hovering trees back into the ground
    • Fix for palm trees missing their collision boxes

Non-code changes

  • Fixed the crate models missing from NF vehicle factory LOD models.
  • Fixed floating particles on NF radar model.
  • Added static versions of the imp_dropship models for use by mappers.
  • New particles for bio cannon and 2-slot plasma cannon.
  • New weapon and skill icons for the class selection/loadout menu.
  • Disabled default quit bind
  • New arrow/scrollbar textures added
  • Updated the HUD icons - repairing, recycling, calls for assistance, etc
  • New Commander HUD textures and buttons

Script changes

Script version name: "Devastation"


*Updated weapons/armors/researches description.

*Updated sound script.


New Researches:

  • "Enhanced Homing Missile AI"

"Parent" "Homing Missiles" "Time" "90"

  • "Enhanced Grenadier Missiles"

"Parent" "Upgraded Chassis" "Time" "45" Extra damage for Gren RPG : 30

  • "APCR Grenadier Missiles"

"Parent" "Advanced Chassis" "Time" "45" Extra damage for Gren RPG : 30

  • "Heavy-duty Missile Warhead"

"Parent" "Upgraded Missile Warhead" "Time" "120"

  • "Aerodynamic Shells"

"Parent" "Extended Range Cannon" "Time" "105"

  • "TOW Guided Missiles"

"Parent" "Guided Missiles" "Time" "120"

  • "Experimental Railgun"

"Parent" "Advanced Magnet Research" "Time" "90"

  • "Enlarged Explosive Shells"

"Parent" "Explosive Shells" "Time" "105"

  • "Virulent Shells"

"Parent" "Biological Cannon" "Time" "90"

  • "Virulent Warhead"

"Parent" "Biological Warhead" "Time" "75"


Changes of existing researches:

  • "Rail gun"

"Name" "Rail gun" --> "Overcharged Railgun" "Parent" "Experimental Railgun" "Time" "90"

  • "Upgraded Chassis"

Time 60==>120

  • "Advanced Chassis"

Time 180==>200

  • "Heavy Tank Chassis"

Time 180==>240


New vehicle weapons:

  • Improved Homing ML -- IH/ML

"Size" "3" "Cost" "140" "Damage" "55" "Speed" "2500" "Heat" "10" "Weight" "80" "Cycle Time" "1.0" "Clip Size" "7" "Total Ammo Clips" "6" "Reload Time" "5.0" "Explosion Radius" "100" "Missile Range" "6000" "Lock On Time" "0.3" "Lock On Radius" "0.42" "Lock Range Modifier" "0.000290" "Turning Ability" "3.15"

  • TOW Guided ML -- TOW-G/ML

"Size" "3" "Cost" "135" "Damage Type" "Missile" "Damage" "75" "Speed" "1550" "Heat" "8.5" "Weight" "80" "Cycle Time" "1.3" "Clip Size" "5" "Total Ammo Clips" "6" "Reload Time" "5.5"

"Explosion Radius" "115" "Missile Range" "6500" "Turning Ability" "1.85"

  • "Heavy-duty ML"

"Size" "3" //number of slots required when selecting weapons "Cost" "110" "Damage Type" "Missile" "Damage" "66" "Speed" "2650" "Heat" "8.5" "Weight" "80" "Cycle Time" "1.05" "Clip Size" "7" "Total Ammo Clips" "7" "Reload Time" "4" "Explosion Radius" "125"

  • Advanced Salvo ML -- A-S/ML

"Size" "3" //number of slots required when selecting weapons "Cost" "135" "Damage Type" "Missile" "Damage" "34" "Speed" "1800" "Heat" "3.75" "Weight" "80" "Clip Size" "6" "Total Ammo Clips" "10" "Reload Time" "2.85" "Projectile Spread" "1.75" "Explosion Radius" "100"

  • High Energy Plasma MG -- H-E Plasma MG

"Size" "3" "Cost" "100" "Damage Type" "GeneralPhysics" "Damage" "6" "Speed" "1000" "Heat" "1.1" "Weight" "55" "Cycle Time" "0.28" "Clip Size" "30" "Total Ammo Clips" "7" "Reload Time" "3.5" "Projectile Spread" "0.02" "Heat to Target" "1.9"

  • Thermobaric Cannon -- Thermo. CN

"Size" "3" //number of slots required when selecting weapons "Cost" "130" "Damage Type" "Explosive" "Damage" "77" "Speed" "3000" "Gravity" "0.4" "Heat" "13" "Weight" "70" "Cycle Time" "2.0" "Clip Size" "30" "Inertia" "2.75" "Explosion Radius" "425" "Explosion Force" "600"

  • Heavy-duty Ranged Cannon -- H/Ranged CN

"Size" "3" //number of slots required when selecting weapons "Cost" "135" "Damage Type" "Kinetic" "Damage" "67" "Speed" "3650" "Gravity" "0.08" "Heat" "8.5" "Weight" "75" "Cycle Time" "1.5" "Clip Size" "40" "Inertia" "0.5" "Explosion Radius" "150" "Explosion Force" "100"

  • Railgun (2-slot)

"Size" "2" //number of slots required when selecting weapons "Cost" "80" "Damage Type" "Kinetic" "Damage" "45" "Speed" "3700" "Gravity" "0.32" "Heat" "6" "Weight" "60" "Cycle Time" "1" "Clip Size" "35" "Inertia" "0" "Explosion Radius" "100"

  • Virulent Cannon (3-slot Bio cannon)

"Cost" "130" "Damage Type" "BioArt" "Damage" "70" "Speed" "3000" "Gravity" "0.37" "Heat" "15" "Weight" "80" "Cycle Time" "2.25" "Clip Size" "30" "Heat to Target" "0" "Inertia" "0.8" "Explosion Radius" "250" "Explosion Force" "170" "Player Bio Damage" "3" "Player Bio Time" "7" "Player Bio Interval" "1" "Vehicle Bio Damage" "7" "Vehicle Bio Time" "4" "Vehicle Bio Interval" "0.4"

  • "Virulent Warhead" (3-slot bio ML)

"Size" "3" "Cost" "125" "Damage Type" "Missile" "Damage" "53" "Speed" "1850" "Heat" "8" "Weight" "80" "Cycle Time" "3.0" "Clip Size" "4" "Total Ammo Clips" "4" "Reload Time" "6.0" "Projectile Spread" "0.5" "Heat to Target" "0" "Explosion Radius" "300" "Player Bio Damage" "5" "Player Bio Time" "10" "Player Bio Interval" "1" "Vehicle Bio Damage" "8" "Vehicle Bio Time" "10" "Vehicle Bio Interval" "0.5"

  • "HE HMG"

"Size" "3" "Cost" "125" "Damage Type" "BulletExplosive" "Damage" "13" "Heat" "3" "Weight" "55" "Cycle Time" "0.4" "Clip Size" "25" "Total Ammo Clips" "6" "Reload Time" "4" "Projectile Spread" "0.025" "Heat to Target" "0" "Explosion Radius" "200"


Changes of existing vehicle weapons:

  • DUMG

Clips 8 ==> 6

  • DUHMG

Clips 8 ==> 6 Weight 65 ==> 60

  • .50 cal HMG

Weight 65->60

  • 3-slot railgun

Name : Railgun ==> Overcharged Railgun Damage 50 ==> 53 Projectile speed 3600=>3800 Clip Size 30 ==> 35

  • Plasma Cannon

Damage 82 ==> 84

  • HE Cannon (2-slot)

Explosive Radius 425 ==> 400

  • Homing ML

Lock On Time 0.3 ==> 0.55

  • Guided ML (2-slot)

Cycle Time 1.2 ==> 1.25 Clip Size 5 ==> 4 Total Ammo Clips 4==> 6 Reload Time 5.5 ==> 5 Explosion Radius 110=>100 Missile Range 6000 ==> 5500

  • 180 mm Artillery Cannon

Explosion Force 500 ==> 3750

  • 203 mm Artillery Cannon

Explosion Force 500 ==> 4500

  • Ranged Artillery Cannon

Explosion Force 500 ==> 2500

  • HE Artillery Cannon

Explosion Force 500 ==> 3000

  • Bio cannon

Heat 11 ==> 13


Changes of existing infantry weapons:

  • BE Heavy Rifle

Max ammo 140==>120

  • Scout Rifle

Max ammo 80==>60

  • NF Heavy Rifle

Falloff 2000==>2200 Minimal Damage 40 ==> 42 StandingSpread 0.0050 ==> 0.0048 StandingSpreadIncrement 0.0060==>0.0055

  • Scout Rifle

Headshot Modifier 2 -> 2.5

  • BE Assault Rifle

IronsightJumpSpread 0.8 -> 0.83 IronsightStandSpread 0.8 -> 0.83 IronsightDuckSpread 0.8 -> 0.83 IronsightProneSpread 0.8 -> 0.83

  • HMG

Clip Size 75 ==> 125 Max Ammo 225==> 250 Falloff 1500==>2000 Minimal Damage 15==>18


Changes of existing vehicles:

  • NF Commander Vehicle

Health 1500==>1750 Engineer Heal 3==> 3.5 Max Front Armor 6==>7 Max Rear Armor 4==>5 Max Left Armor 5==>6 Max Right Armor 5==>6

  • NF Heavy Tank

Base Cost 760==>820 recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s

  • BE Heavy Tank

Base Cost 800==>850 recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s

  • NF Medium Tank

Max Weight 1077==>1067 recycle percentage - 40% -> 50%

  • BE Medium Tank

axleratio 0.6==>0.7 (More reverse power) recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 50s -> 45s

  • BE&NF Jeep

recycle percentage - 100% -> 50% Time to recycle (with repair upgrade) 15 -> 10s

  • NF Light Tank

recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 37.5s -> 30s

  • BE&NF APC

recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 37.5s -> 25s

  • BE&NF Artillery tank

recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s


Changes of existing armors:

  • Composite Armor

Regeneration 0.02 ==> 0.019

  • Capacitive Armor

Damage to Heat 0.04 ==> 0.02

Research moved to main branch of Electrical Engineering

Research time 60 ==> 90

  • Absorbant Armor

Bio damage modifier 0.45=>0.5

  • Deflective Armor

Bio damage modifier 1=>0.85


Changes of existing engines:

  • Artillery Fission Reactor

Heat Output at Idle 5==>2

  • All engines, except for standard/bio will be able to output 5% power when overheated.

Fission 10% ==> 15%


Changes of infantry classes:

  • Scout

Explosive Resist 0 ==> 0.1 Infantry Mine Resist 0.1 ==> 0.3

  • Rifleman

Infantry Mine Resist 0 ==> 0.25 Infantry Bullet Resist 30% ==> 26%

  • Grenadier

Explosive Resist 0.3 ==> 0.4 Infantry Mine Resist 0 ==> 0.3

  • Engineer

Explosive Resist 0 ==> 0.1 Infantry Mine Resist 0 ==> 0.2