Version/2.15.x

From Empires Wiki
Revision as of 02:13, 3 December 2017 by DDDDestroyer (talk | contribs) (→‎Version 2.15.2: Urbanchaos changes)
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Version 2.15.2

Bugfixes

  • Added background to stamina(sprint) bar.
  • Fixed issue with squadlead.cfg not executing when receiving squadlead.
  • Fixed issues with translations

Map changes

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

unknown

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