Difference between revisions of "Version/2.15.x"

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(Features)
(Version 2.15.1)
Line 6: Line 6:
 
* Update to research item descriptions
 
* Update to research item descriptions
 
* Packed files into vpks for faster disk access
 
* Packed files into vpks for faster disk access
* Changes to district:
+
* Changed falloff system to be easier to tweak
** Fixed exploit where BE 2nd flag could be captured from outside its building
+
 
** Added automatic attack/move targets that indicate the current objective
+
=== Bugfixes ===
** Slight optimizations for AI pathing
+
* Corrected camera model selection in hammer
* Changes to cyclopean:
+
* Fixed crash on exit
** Adjusted displacements around NW to fix visual 'leak'
+
 
** Adjusted displacements in city to make area unclimbable
+
=== Map Changes ===
** Fixed skybox fog density, should no longer be a wall of grey until you get very close to a map border
+
* Cyclopean:
** Fixed displacements sticking through terrain in BE main
+
** Adjusted displacements around NW
** Fixed displacements stkicking through terrain in NF main
+
*** 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 an exploit where you could climb a hill into the NF main
 
** Fixed (some) textures being needlessly rendered in northwest
 
** 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
 
** Adjusted displacements around the southern bridge to prevent seeing under the map
** New skybox
+
** New 2D skybox
 
** New lighting
 
** New lighting
 +
*** Please report any lighting issues you notice
 
** New fog
 
** New fog
* Decompiled con_urbanchaos to get editable source files.
 
* Changed falloff system to be easier to tweak
 
  
=== Bugfixes ===
+
* District402:
* Corrected camera model selection in hammer
+
** Preparing the map for AI players:
* Fixed crash on exit
+
*** 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
 +
 
 +
*Urbanchaos
 +
** Decompiled to get editable source files.
 +
** Fix for 1st BE flag dimensions
 +
*** It is no longer capturable from the western side of the barricades
 +
 
  
 
=== Script Changes ===
 
=== Script Changes ===
 
* Normalized melee damage
 
* Normalized melee damage
 
* Fixed engine inconsistencies
 
* Fixed engine inconsistencies

Revision as of 15:49, 10 September 2017

Version 2.15.1

unknown

Features

  • Improved weapon descriptions
  • Update to research item descriptions
  • Packed files into vpks for faster disk access
  • Changed falloff system to be easier to tweak

Bugfixes

  • Corrected camera model selection in hammer
  • Fixed crash on exit

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
  • Urbanchaos
    • Decompiled to get editable source files.
    • Fix for 1st BE flag dimensions
      • It is no longer capturable from the western side of the barricades


Script Changes

  • Normalized melee damage
  • Fixed engine inconsistencies