Version/2.15.x: Difference between revisions

From Empires Wiki
Jump to navigation Jump to search
mNo edit summary
 
(86 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{SitenavNested|:Change_Log|Patch notes}}
== 2.15.11 ==
''Release: 2018-10-05''
=== Bugfixes ===
* Fixed issue with mismatched server and client files.
== 2.15.10 ==
''Release: 2018-10-02''
=== Bugfixes ===
* Rank point increases are normal again.
* ML turrets now aim at the correct spot on the repair pad.
== 2.15.9 ==
=== Bugfixes ===
* Fixed a very rare situation where engineer charge could go below zero.
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.
* Fixed the first revive of the game giving players all their ammo back.
* Fixed issue with vbsp.exe resulting in broken cubemaps.
=== Features ===
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.
* Allow sprinting in water again, but only if the player isn't completely submerged.
* Added a cvar to control e-repair speed: '''emp_sv_player_erepair_speed'''
* Added a cvar to control how much health a player has after being revived: '''emp_sv_player_revive_health_penalty'''
* Added a cvar to control how much stamina a player has after being revived: '''emp_sv_player_revive_stamina_penalty'''
=== Model changes ===
* Added homing_beacon attachments to both repair station models.
* Tweaked collisions on NF Armory to fix the parts you could walk into.
=== Balance changes ===
* e-repair speed lowered from 200 health units per minute to '''150'''
=== Map changes ===
* Fixed cubemaps on various maps
** Coast
** Crossroads
** Cyclopean
** District 402
** Duststorm
** Glycen City
** Mvalley
** Palmbay
** Streets of Fire
** Urban Chaos
==== Coast ====
* Clipped off a potential stuck spot south of NF main
* Behind the scenes optimisation
** vvis time down from just under 30 minutes to under 2 minutes
==== Crossroads ====
* Fixed reflections on tower roofs
==== Escort ====
* Updated with a forgotten yet newer version
==== Glycen City ====
* Updated to misplaced, newer version
* Fixed final flag for each team not appearing on the minimap
==== Mvalley ====
* Fixed exploit where players could get under the concrete bridge leading to BE main
* Fixed exploit where players could drop from dam refinery building roof into its window
* Disabled placement of engineer walls inside dam refinery building and near its northern exits
* Adjusted several misaligned textures around dam
** Should you find more, do report them
==== Streets of Fire ====
* Clipped off exploit points around BE main
* Plain glass windows are now breakable
* Disabled shadows on trees
** Their shadows caused visual issues
* Lighting adjustments in NW and tunnels
* Behind the scenes optimisation
** vvis time below 20 minutes!
=== Script changes ===
* Modified vehicle presets
** Default presets for basic vehicles contain default items, making them buildable without any customizing
** Added several extra presets for every vehicle
== 2.15.8 ==
=== Features ===
* Spanish translation by Joy
=== Bugfixes ===
* Fixed trailing '1' after research completion message.
* Reinstated stamina and health bars for players inside vehicles
=== Map changes ===
==== Coast ====
* Added AI navigation mesh
* Changed amount of players required to capture the flag from 1 to 2
* Fixed incorrect shadow near middle
* Fixed broken cubemap near the southeastern refinery
* Minor behind the scenes optimisation
==== Cyclopean ====
* Brightened LDR lighting
==== Duststorm ====
* Adjusted fog to not blind at long range
* Tweaked tonemap controller
==== Streets of Fire ====
* Tweaked shadows - trees and other tall objects should now have them
* Fixed elevator in B5
* Disabled ladders leading to rooftops near main bases
* Unified render distance for foliage along the A2-D2 street
* Minor behind the scenes optimisation
== 2.15.7 ==
=== Bugfixes ===
* Fixed issue which crashed the linux dedicated server on startup
== 2.15.6 ==
=== Features ===
* Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over.
=== Bugfixes ===
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing
* Fixed missing localization strings in the research menu
* Fixed railgun being automatically researched
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded
=== Map changes ===
''' Crossroads '''
* Moved rock cluster near western NF checkpoint to make driving a little easier
* Disabled Engineer restrict brushes in middle
* Re-allowed all Engineer buildables
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings
* Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within
* Generated a navigation mesh for AI
* Replaced some complex brush-based details with Propper-made models
** Railing section above NF main (called railing01)
** Pipe section from middle's eastern and western building (called pipe_large02)
== 2.15.5 ==
=== Bugfixes ===
* Fixed pipe_large01 model preventing maps with it from compiling
=== Map changes ===
''' Crossroads '''
* Minor graphical improvements
* Sewed misaligned displacements near the eastern and western buildings
** Should prevent edge case scenarios getting players stuck while traversing
* Reinstated missing railing section in NF main
* Added player clips to northern and southern buildings
** Smoother stair traversal should make for easier shooting
* Fixed NF western checkpoint's ramp logic
** Ramps should no longer hover above the ground
* Added vehicle clips to potholes around the map
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled
* Added rocks blocking vehicle access to walkways along checkpoints
== Version 2.15.4 ==
=== Bugfixes ===
* Fixed translation issue with unresearched tech
* Made artillery recoil weaker than the brakes. Added [[Server_Cvars | emp_sv_artillery_recoil_multiplier]] to control it.
* Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.
== Version 2.15.3 ==
=== Bugfixes ===
* Fixed armor translations
* Fixed engine translations
=== Features ===
* [[Bots_and_NPCs | NPCs]]
== Version 2.15.2 ==
=== Features ===
* Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]])
* Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | emp_admin_add ]])
=== Changes ===
* mp_chattime increased from 20 to 45
* Modified mapcycle.txt to better suit low population games
* Updated maplist.txt to contain all working maps
=== Bugfixes ===
* Added background to stamina(sprint) bar.
* Fixed issue with squadlead.cfg not executing when receiving squadlead.
* Fixed issues with translations.
* Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.
* Fixed issues with hitting players in vehicles.
=== Map changes ===
''' Crossroads '''
* Removed building restricts from main base walls
''' Cyclopean '''
* Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner
* Tweaked displacements and their textures in NW
* Raised commander restrict brushes on main base walls to allow turret placement
* Modified shadow_control entity to improve shadows
''' District 402 '''
* Adjusted some player clip ramps to ensure all stairs have smooth traversal
* Moved overlays on a building in D7 so that they are not in between two different surfaces
''' Glycen City '''
* Reduced tickets to 3000 for each side
* Fixed incorrect door entity origins that prevented the map from compiling
* Minor behind the scenes optimisation
''' Mvalley '''
* Removed comm_restrict brushes from dam ramps
* Raised map border grid to the top of the skybox so that commanders see it too
* Increased resource income for main base refineries to 2x
* Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them
* Modified shadow_control entity to improve shadows
''' Palmbay '''
* Re-enabled props inside the shack in middle
* Re-enabled tonemap controller
** This should make the map more bearable in HDR
''' Streets of Fire '''
* Behind the scenes optimisation
** Compile time down from 8+ hours to 2 hours
* Added vehicle clip brushes to clipped areas to disallow 9mining out of the map
* Disabled easter egg
* Normalised refinery income - all refineries generate 2 resources per second
* Lowered trees in the central park to no longer float
* Tweaked shadow_control entity
** Please report any and all shadow issues you come across
''' Urbanchaos '''
* Lowered floating crates at BE 1st flag
* Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag
* Shrunk the size of 1st NF flag to not extend past the crates in the west
* Modified shadow_control entity to give more accurate shadows
== Version 2.15.1 ==
== Version 2.15.1 ==
''unknown''
 


=== Features ===
=== Features ===
Line 8: Line 248:
* Packed files into vpks for faster disk access
* Packed files into vpks for faster disk access
* Changed falloff system to be easier to tweak
* Changed falloff system to be easier to tweak
* Made a lot of strings translatable.
* Added sv_pure support for most assets.
*Added research item translation strings (name and descriptions, this means the following are now translatable)
*Added research item translation strings (name and descriptions, this means the following are now translatable)
**Plasma-Resistant Shell Coating
**Plasma-Resistant Shell Coating
Line 61: Line 303:


=== Bugfixes ===
=== Bugfixes ===
* Corrected camera model selection in hammer
* Fixed crash on exit
* Fixed crash on exit
* Fixed shells no longer highlighting when using artillery feedback
* Fixed shells no longer highlighting when using artillery feedback
* Fixed engineer kit ammo dropping below zero.


=== Map Changes ===
=== Map Changes ===
Line 96: Line 338:
** Fixed exploit where BE 2nd flag could be captured from outside its building
** Fixed exploit where BE 2nd flag could be captured from outside its building
** Added automatic attack/move targets that indicate the current objective
** Added automatic attack/move targets that indicate the current objective
** Tweaked stairs to allow for smooth traversal instead of jumpy climbing


* '''Mvalley:'''
* '''Mvalley:'''
Line 102: Line 345:


* '''Urbanchaos:'''
* '''Urbanchaos:'''
** Decompiled to get editable source files.
** Decompiled to get editable source files
** Fix for 1st BE flag dimensions
*** This might have caused unforeseen errors within the map. Please report any bugs you find
** Fixed 1st BE flag dimensions
*** It is no longer capturable from the western side of the barricades
*** It is no longer capturable from the western side of the barricades
** Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it
** Fixed exploit where players could traverse along a sheer wall near BE 2nd flag
** Fixed some missewn displacements
** Rotated NF resupply crates near NF 1st flag to face the correct direction
** Added sky viscluster in an attempt to improve performance
** Behind the scenes optimisation


=== Script Changes ===
=== Script Changes ===
* Normalized melee damage
*Normalized melee damage
* Fixed engine inconsistencies
**BE Machine Pistol
***Damage 50->40
***Cycle Time 0.5->0.4
**BE Pistol 1
***Damage 70->40
***Cycle Time 0.5->0.4
**BE Pistol 2
***Cycle Time 0.5->0.4
**BE SMG 1
***Cycle Time 0.5->0.55
**BE SMG 2
***Cycle Time 0.5->0.55
**NF Pistol 1
***Damage 70->40
***Cycle Time 0.5->0.4
**NF Shot Pistol
***Cycle Time 0.5->0.4
**NF SMG 1
***Cycle Time 0.5->0.55
**NF SMG 2
***Cycle Time 0.5->0.55
**NF SMG 3
***Cycle Time 0.5->0.55
 
*Infantry weapon tweaks
**NF Heavy Rifle
***Damage 43->45
***FalloffEnd 5250->7000
***Minimal Damage 35->33
**BE Assault Rifle
***FalloffEnd 8000->6000
***Minimal Damage 22->20
 
*Vehicle weapon tweaks
**UML
***Damage 60->62
***Speed 2500->2600
**Heavy-duty ML
***Damage 66->68
***Speed 2650->2750
 
*Fixed engine inconsistencies
**APC
***Gas Turbine
****HorsePower 1050->1190
**LT/AFV
***Gas Turbine
****HorsePower 2500->2700
**Medium Tank
***Gas Turbine
****HorsePower 2000->2700
***3 Phase Electric
****HorsePower 2000->2500
**Heavy Tank
***Gas Turbine
****HorsePower 2000->2700
***3 Phase Electric
****HorsePower 2000->2500
**Artillery Tank
***Gas Turbine
****Reverse Speed 20->23
****HorsePower 2000->2700
***3 Phase Electric
****Reverse Speed 20->25
****HorsePower 2000->2500
***Fission Reactor
****Reverse Speed 20->24
***Advanced Coolant Engine
****Reverse Speed 20->22
 
[[Category:Patch_Notes]]

Latest revision as of 22:02, 6 August 2021

Home > Patch notes > Version/2.15.x

2.15.11

Release: 2018-10-05

Bugfixes

  • Fixed issue with mismatched server and client files.

2.15.10

Release: 2018-10-02

Bugfixes

  • Rank point increases are normal again.
  • ML turrets now aim at the correct spot on the repair pad.

2.15.9

Bugfixes

  • Fixed a very rare situation where engineer charge could go below zero.
  • Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.
  • Fixed the first revive of the game giving players all their ammo back.
  • Fixed issue with vbsp.exe resulting in broken cubemaps.

Features

  • emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.
  • Allow sprinting in water again, but only if the player isn't completely submerged.
  • Added a cvar to control e-repair speed: emp_sv_player_erepair_speed
  • Added a cvar to control how much health a player has after being revived: emp_sv_player_revive_health_penalty
  • Added a cvar to control how much stamina a player has after being revived: emp_sv_player_revive_stamina_penalty

Model changes

  • Added homing_beacon attachments to both repair station models.
  • Tweaked collisions on NF Armory to fix the parts you could walk into.

Balance changes

  • e-repair speed lowered from 200 health units per minute to 150

Map changes

  • Fixed cubemaps on various maps
    • Coast
    • Crossroads
    • Cyclopean
    • District 402
    • Duststorm
    • Glycen City
    • Mvalley
    • Palmbay
    • Streets of Fire
    • Urban Chaos

Coast

  • Clipped off a potential stuck spot south of NF main
  • Behind the scenes optimisation
    • vvis time down from just under 30 minutes to under 2 minutes

Crossroads

  • Fixed reflections on tower roofs

Escort

  • Updated with a forgotten yet newer version

Glycen City

  • Updated to misplaced, newer version
  • Fixed final flag for each team not appearing on the minimap

Mvalley

  • Fixed exploit where players could get under the concrete bridge leading to BE main
  • Fixed exploit where players could drop from dam refinery building roof into its window
  • Disabled placement of engineer walls inside dam refinery building and near its northern exits
  • Adjusted several misaligned textures around dam
    • Should you find more, do report them

Streets of Fire

  • Clipped off exploit points around BE main
  • Plain glass windows are now breakable
  • Disabled shadows on trees
    • Their shadows caused visual issues
  • Lighting adjustments in NW and tunnels
  • Behind the scenes optimisation
    • vvis time below 20 minutes!

Script changes

  • Modified vehicle presets
    • Default presets for basic vehicles contain default items, making them buildable without any customizing
    • Added several extra presets for every vehicle

2.15.8

Features

  • Spanish translation by Joy

Bugfixes

  • Fixed trailing '1' after research completion message.
  • Reinstated stamina and health bars for players inside vehicles

Map changes

Coast

  • Added AI navigation mesh
  • Changed amount of players required to capture the flag from 1 to 2
  • Fixed incorrect shadow near middle
  • Fixed broken cubemap near the southeastern refinery
  • Minor behind the scenes optimisation

Cyclopean

  • Brightened LDR lighting

Duststorm

  • Adjusted fog to not blind at long range
  • Tweaked tonemap controller

Streets of Fire

  • Tweaked shadows - trees and other tall objects should now have them
  • Fixed elevator in B5
  • Disabled ladders leading to rooftops near main bases
  • Unified render distance for foliage along the A2-D2 street
  • Minor behind the scenes optimisation

2.15.7

Bugfixes

  • Fixed issue which crashed the linux dedicated server on startup

2.15.6

Features

  • Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over.

Bugfixes

  • Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing
  • Fixed missing localization strings in the research menu
  • Fixed railgun being automatically researched
  • Fixed a bug with buildings trying to block parts of the nav-mesh before it was loaded

Map changes

Crossroads

  • Moved rock cluster near western NF checkpoint to make driving a little easier
  • Disabled Engineer restrict brushes in middle
  • Re-allowed all Engineer buildables
  • Blocked vehicle traversal of cliff paths leading to north and south middle buildings
  • Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within
  • Generated a navigation mesh for AI
  • Replaced some complex brush-based details with Propper-made models
    • Railing section above NF main (called railing01)
    • Pipe section from middle's eastern and western building (called pipe_large02)

2.15.5

Bugfixes

  • Fixed pipe_large01 model preventing maps with it from compiling

Map changes

Crossroads

  • Minor graphical improvements
  • Sewed misaligned displacements near the eastern and western buildings
    • Should prevent edge case scenarios getting players stuck while traversing
  • Reinstated missing railing section in NF main
  • Added player clips to northern and southern buildings
    • Smoother stair traversal should make for easier shooting
  • Fixed NF western checkpoint's ramp logic
    • Ramps should no longer hover above the ground
  • Added vehicle clips to potholes around the map
    • They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled
  • Added rocks blocking vehicle access to walkways along checkpoints


Version 2.15.4

Bugfixes

  • Fixed translation issue with unresearched tech
  • Made artillery recoil weaker than the brakes. Added emp_sv_artillery_recoil_multiplier to control it.
  • Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.

Version 2.15.3

Bugfixes

  • Fixed armor translations
  • Fixed engine translations

Features

Version 2.15.2

Features

  • Added clientside ability to map chat commands starting with an exclamation mark. ( emp_chatcommand_bind )
  • Added (optional) admin list that allows players to execute commands without having to know the rcon password. ( emp_admin_add )

Changes

  • mp_chattime increased from 20 to 45
  • Modified mapcycle.txt to better suit low population games
  • Updated maplist.txt to contain all working maps

Bugfixes

  • Added background to stamina(sprint) bar.
  • Fixed issue with squadlead.cfg not executing when receiving squadlead.
  • Fixed issues with translations.
  • Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.
  • Fixed issues with hitting players in vehicles.

Map changes

Crossroads

  • Removed building restricts from main base walls

Cyclopean

  • Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner
  • Tweaked displacements and their textures in NW
  • Raised commander restrict brushes on main base walls to allow turret placement
  • Modified shadow_control entity to improve shadows

District 402

  • Adjusted some player clip ramps to ensure all stairs have smooth traversal
  • Moved overlays on a building in D7 so that they are not in between two different surfaces

Glycen City

  • Reduced tickets to 3000 for each side
  • Fixed incorrect door entity origins that prevented the map from compiling
  • Minor behind the scenes optimisation

Mvalley

  • Removed comm_restrict brushes from dam ramps
  • Raised map border grid to the top of the skybox so that commanders see it too
  • Increased resource income for main base refineries to 2x
  • Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them
  • Modified shadow_control entity to improve shadows

Palmbay

  • Re-enabled props inside the shack in middle
  • Re-enabled tonemap controller
    • This should make the map more bearable in HDR

Streets of Fire

  • Behind the scenes optimisation
    • Compile time down from 8+ hours to 2 hours
  • Added vehicle clip brushes to clipped areas to disallow 9mining out of the map
  • Disabled easter egg
  • Normalised refinery income - all refineries generate 2 resources per second
  • Lowered trees in the central park to no longer float
  • Tweaked shadow_control entity
    • Please report any and all shadow issues you come across

Urbanchaos

  • Lowered floating crates at BE 1st flag
  • Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag
  • Shrunk the size of 1st NF flag to not extend past the crates in the west
  • Modified shadow_control entity to give more accurate shadows

Version 2.15.1

Features

  • Improved weapon descriptions
  • Update to research item descriptions
  • Artillery now uses lag predicted shells
  • Packed files into vpks for faster disk access
  • Changed falloff system to be easier to tweak
  • Made a lot of strings translatable.
  • Added sv_pure support for most assets.
  • Added research item translation strings (name and descriptions, this means the following are now translatable)
    • Plasma-Resistant Shell Coating
    • Dedicated Plasma Cannon
    • Projectile Physics
    • Aerodynamic Shells
    • Heavy-Duty Ranged Cannon
    • Thermobaric Shells
    • Thermobaric Cannon
    • Expanded Missile Launcher
    • Heavy-Duty Missile Warhead
    • Enhanced Grenadier Missiles
    • Mobile Industrial Electromagnets
    • Overcharged Railgun
    • Enhanced Homing AI
    • Upgraded Homing Missiles
    • Guiding Signal Boosters
    • TOW GUided Missiles
    • Incubator Missiles
    • Virulent Warhead
    • Biological Cannon
    • Incubator Tanks
    • Virulent Shells
  • Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)
    • Research Index
    • Superheated Material Physics
    • Nuclear Fission
    • Fission Reactor
    • Deflective Armor
    • High Explosive Grenades
    • High Explosive Shells
    • Improved Warhead Compounds
    • Upgraded Missile Warhead
    • Absorbant Armor
    • Mechanical Engineering
    • Upgraded Chassis
    • Advanced Chassis
    • Advanced Machining
    • Composite Armor
    • Electrical Engineering
    • Advanced Magnet Research
    • 3 Phase Electric Motor
    • Capacitive Armor
    • Reactive Armor
    • Tracking Systems
    • Upgraded Turrets Lvl 2
    • Upgraded Turrets Lvl 3
    • Regenerative Armor
    • Biological Weaponry
    • Biological Projectile
  • Added emp_ungrief command

Bugfixes

  • Fixed crash on exit
  • Fixed shells no longer highlighting when using artillery feedback
  • Fixed engineer kit ammo dropping below zero.

Map Changes

  • Cyclopean:
    • Adjusted displacements around NW
      • This removes a visual 'leak' under the southern NW refinery
      • This makes it slightly easier to get up on the hill in the southeastern corner of NW
    • Adjusted displacements in city
      • This prevents climbing an unintuitively climbable area in the southeastern corner
    • Fixed skybox fog density
      • It's no longer a wall of grey until you get very close to a map border
    • Fixed displacement sticking through terrain in BE main
      • Kudos to anyone else who noticed that one
    • Fixed displacements sticking through terrain in NF main
    • Fixed an exploit where you could climb a hill into the NF main
    • Fixed (some) textures being needlessly rendered in northwest
      • If you find any others, post on the forums and they will be fixed
    • Adjusted displacements around the southern bridge to prevent seeing under the map
    • New 2D skybox
    • New lighting
      • Please report any lighting issues you notice
    • New fog
  • District402:
    • Preparing the map for AI players:
      • Broadened staircase to BE 4th flag
      • Slightly tweaked detail crates near BE 1st and 3rd flag
      • Moved BE resupply boxes at BE 3rd flag
      • Slightly moved poles near NF 1st and 4th flag
      • Added [disabled] bot spawners
    • Behind the scenes optimisation efforts
    • Fixed exploit where BE 2nd flag could be captured from outside its building
    • Added automatic attack/move targets that indicate the current objective
    • Tweaked stairs to allow for smooth traversal instead of jumpy climbing
  • Mvalley:
    • Added a border grid akin to duststorm to better visualise the edge of the map
    • Added a missing commander restrict brush on BE's dam ramp
  • Urbanchaos:
    • Decompiled to get editable source files
      • This might have caused unforeseen errors within the map. Please report any bugs you find
    • Fixed 1st BE flag dimensions
      • It is no longer capturable from the western side of the barricades
    • Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it
    • Fixed exploit where players could traverse along a sheer wall near BE 2nd flag
    • Fixed some missewn displacements
    • Rotated NF resupply crates near NF 1st flag to face the correct direction
    • Added sky viscluster in an attempt to improve performance
    • Behind the scenes optimisation

Script Changes

  • Normalized melee damage
    • BE Machine Pistol
      • Damage 50->40
      • Cycle Time 0.5->0.4
    • BE Pistol 1
      • Damage 70->40
      • Cycle Time 0.5->0.4
    • BE Pistol 2
      • Cycle Time 0.5->0.4
    • BE SMG 1
      • Cycle Time 0.5->0.55
    • BE SMG 2
      • Cycle Time 0.5->0.55
    • NF Pistol 1
      • Damage 70->40
      • Cycle Time 0.5->0.4
    • NF Shot Pistol
      • Cycle Time 0.5->0.4
    • NF SMG 1
      • Cycle Time 0.5->0.55
    • NF SMG 2
      • Cycle Time 0.5->0.55
    • NF SMG 3
      • Cycle Time 0.5->0.55
  • Infantry weapon tweaks
    • NF Heavy Rifle
      • Damage 43->45
      • FalloffEnd 5250->7000
      • Minimal Damage 35->33
    • BE Assault Rifle
      • FalloffEnd 8000->6000
      • Minimal Damage 22->20
  • Vehicle weapon tweaks
    • UML
      • Damage 60->62
      • Speed 2500->2600
    • Heavy-duty ML
      • Damage 66->68
      • Speed 2650->2750
  • Fixed engine inconsistencies
    • APC
      • Gas Turbine
        • HorsePower 1050->1190
    • LT/AFV
      • Gas Turbine
        • HorsePower 2500->2700
    • Medium Tank
      • Gas Turbine
        • HorsePower 2000->2700
      • 3 Phase Electric
        • HorsePower 2000->2500
    • Heavy Tank
      • Gas Turbine
        • HorsePower 2000->2700
      • 3 Phase Electric
        • HorsePower 2000->2500
    • Artillery Tank
      • Gas Turbine
        • Reverse Speed 20->23
        • HorsePower 2000->2700
      • 3 Phase Electric
        • Reverse Speed 20->25
        • HorsePower 2000->2500
      • Fission Reactor
        • Reverse Speed 20->24
      • Advanced Coolant Engine
        • Reverse Speed 20->22