Version/2.31.x

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2.31.3

Release: (TBA)

General changes

  • Added a 1 second delay after placement before walls can be recycled.
  • Refactored Steam Rich Presence code to hopefully optimize things.

Bug fixes

  • Fixed a bug causing Zulu squad to not generate squad points.
  • Fixed rifleman vehicle damage skill not being applied to cannons.
  • Fixed an issue with footstep raycasts only hitting world surfaces.
    • For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.

Sound changes

  • Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.
    • This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.
    • This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.

Sound-mixer changes

  • Reduced the volume for the following categories:
    • Ambient (This mostly affects soundscapes.)
    • UI
    • Music

Script/Game Balance

Explosion changes

  • Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.
    • What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu
  • Explosions damage falloff is now also applied when damaging buildings.
    • Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.
    • Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information
    • Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information
  • Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.
    • You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)
  • Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)
  • Fixed a couple of general bugs to do with blocked explosion damage.
  • Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)
  • New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)

Changes to RPG/Mortar

  • Tidied up the code for both weapons, condensed some statements and shortened code where possible.
  • Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)
RPG
  • Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)
  • Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)
  • Reload now uses prediction/networking and the timings should be more reliable in general.
  • There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.
Mortar
  • Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.
  • Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.
  • Reload now uses prediction/networking and the timings should be more reliable in general.
  • Automatic reload delay is 0.5s after firing.

Infantry Weapons

  • RPG
    • Increased Explosion Radius from 75 to 150

Vehicle Armor

  • Commander
    • Increased Health from 250 to 275
    • Increased Squad Artillery Resist from 0.5 to 0.625
      • Reduces damage from squad artillery by 25%
  • Reactive
    • Increased Health from 120 to 130
  • Composite
    • Reduced Regeneration from 2 HP/s to 1.5 HP/s
    • Increased Biological Resist from 0 to 0.2
  • Regenerative
    • Reduced Regeneration from 5 HP/s to 4 HP/s

Vehicle Weapons

Missile Launchers
  • Homing Missile Launchers
    • Increased Missile Range from 6000 to 8000
    • Decreased Heat from 10 to 9
    • Increased Clip Size from 7 to 8
  • Standard Missile Launcher
    • Increased Explosion Radius from 100 to 200
  • Upgraded Missile Launcher
    • Increased Explosion Radius from 150 to 250
  • Guided Missile Launcher
    • Increased Explosion Radius from 100 to 200
  • Homing Missile Launcher
    • Increased Explosion Radius from 100 to 200
  • Biological Missile Launcher
    • Increased Projectile Spread from 0.5 to 1
  • Nuclear Missile Launcher
    • Reduced Projectie Spread from 1.25 to 1
Machine Guns
  • Depleted Uranium Machine Gun
    • Reduced Cost from 70 to 60
    • Reduced Cycle Time from 0.121 to 0.1
    • Reduced Damage from 5 to 4
      • Combined with the Cycle Time reduction it reduces DPS from 43 to 38
    • Reduced FalloffStart from 5000 to 4000
    • Reduced FalloffEnd from 10000 to 8000
    • Reduced Minimal Damage from 4 to 3
  • Depleted Uranium Heavy Machine Gun
    • *REMOVED*
  • Biological Machine Gun
    • Reduced Cost from 75 to 60
    • Reduced Heat from 2 to 1.5
    • Reduced Cycle Time from 0.43 to 0.38
  • Plasma Heavy Machine Gun
    • Increased Cost from 100 to 110
  • High-Explosive Heavy Machine Gun
    • Reduced Cost from 125 to 100
Cannons
  • Standard Cannon
    • Increased Explosion Radius from 275 to 300
  • Ranged Cannon
    • Increased Explosion Radius from 150 to 250
  • Railgun
    • Increased Explosion Radius from 100 to 200

Buildings

  • Buildings
    • Reduced Recycle Time from 20 to 10
    • Decreased Kinetic Shell Resistance from 0.833 to 0.8
    • Decreased Explosive Shell Resistance from 0.89 to 0.833
    • Decreased Plasma Shell Resistance from 0.88 to 0.85
    • Decreased Explosive Missile Resistance from 0.833 to 0.75
    • Decreased Artillery Resistance from 0.85 to 0.775
  • Turrets
    • Decreased Kinetic Shell Resistance from 0.75 to 0.6
    • Decreased Explosive Shell Resistance from 0.7 to 0.666
    • Decreased Biological Shell Resistance from 0.75 to 0.7
    • Decreased Plasma Shell Resistance from 0.76 to 0.7
    • Decreased Explosive Missile Resistance from 0.65 to 0.5
    • Decreased Artillery Resistance from 0.7 to 0.55
  • Turrets
    • Decreased Kinetic Shell Resistance from 0.925 to 0.91
    • Decreased Explosive Shell Resistance from 0.94 to 0.933
    • Decreased Explosive Missile Resistance from 0.94 to 0.92
    • Decreased Artillery Resistance from 0.94 to 0.9

2.31.2

Release: (2021/03/27)

Features

  • Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).
    • Also increased their scale very slightly as of last patch.

Bug fixes

  • Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))
  • Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.
  • Fixed vehicle preset ordering to fix issues with commander interface dropdowns.
  • Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.
    • Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)

Script/Game Balance

Vehicle Armors

  • Composite
    • Increased Cost from 30 to 40.

Vehicle Weapons

Machine Guns
    • Standard Machine Gun
      • Decreased Heat from 1 to 0.8
      • Increased Reload Time from 3.5 to 4
    • .50cal Machine Gun
      • Decreased Heat from 0.8 to 0.6
      • Decreased Weight from 50 to 45
      • Increased Clip Size from 70 to 80
      • Increased Total Ammo Clip from 4 to 5
      • Increased Reload Time from 6.8 to 7
      • Decreased Projectile Spread from 0.013 to 0.01
    • .50cal Heavy Machine Gun
      • Decreased Cost from 95 to 90
      • Decreased Damage from 23 to 20
      • Decreased Cycle Time from 0.06 to 0.045
      • Increased Clip Size from 110 to 120
      • Increased Total Ammo Clips from 4 to 6
      • Increased Reload Time from 7.5 to 9
      • Decreased Projectile Spread from 0.013 to 0.008
    • Chain Gun
      • Decreased Damage from 14 to 13
      • Increased Heat from 0.35 to 0.7
      • Decreased Weight from 50 to 40
      • Increased Cycle Time from 0.04 to 0.06
      • Decreased Clip Size from 125 to 100
      • Increased Total Ammo Clips from 3 to 4
    • Medium Chain Gun
      • Decreased Cost from 70 to 60
      • Increased Heat from 0.45 to 0.7
      • Decreased Weight from 65 to 50
      • Increased Cycle Time from 0.035 to 0.045
      • Decreased Clip Size from 175 to 150
      • Increased Total Ammo Clips from 3 to 5
      • Decreased Projectile Spread from 0.03 to 0.0275
Cannons
    • Standard Cannon
      • Reduced Heat from 10 to 9
    • Ranged Cannon
      • Decreased Cost from 85 to 80
    • High-Explosive Cannon
      • Decreased Cost from 80 to 70
      • Decreased Gravity from 0.4125 to 0.4
      • Increased Weight from 60 to 70
    • Plasma Cannon
      • Decreased Cost from 130 to 110
      • Decreased Gravity from 0.4 to 0.35
    • Railgun
      • Decreased Cost from 160 to 120
    • Biological Cannon
      • Decreased Cost from 130 to 100
      • Decreased Gravity from 0.37 to 0.35
      • Decreased Projectile Spread from 1 to 0.5
      • Decreased Explosion Radius from 200 to 150
      • Increased Vehicle Bio Time from 4.25 to 5
      • Increased Vehicle Bio Interval from 0.4 to 0.5
      • Increased Infantry Bio Damage from 3 to 4
      • Decreased Infantry Bio Time from 7 to 5
      • Decreased Infantry Bio Interval from 1 to 0.5
Missiles Launchers
    • Standard Missile Launcher
      • Increased Weight from 30 to 40
      • Decreased Cycle Time from 1.2 to 1.1
    • Upgraded Missile Launcher
      • Decreased Heat from 8 to 6.5
      • Increased Explosion Radius from 100 to 150
    • Biological Missile Launcher
      • Increased Heat from 6 to 12
    • Nuclear Missile Launcher
      • Increased Cost from 140 to 200
    • Guided Missile Launcher
      • Increased Heat from 7.5 to 9
    • Homing Missile Launcher
      • Decreased Cost from 140 to 100
      • Increased Damage from 55 to 60
      • Decreased Lock Range Modifier from 0.00029 to 0.0002
        • This means it increases the time it takes to lock onto a target by 0.2s by 1000 units
  • Grenade Launchers
    • Biological Grenade Launcher
      • Decreased Cost from 60 to 50
      • Increased Weight from 40 to 50
      • Increased Damage from 30 to 40
      • Decreased Cycle Time from 2.5 to 2
      • Decreased Heat from 14 to 13
      • Increased Total Ammo Clips from 4 to 5
      • Decreased Grenade Timer from 6 to 3
      • Increased Player Bio Damage from 10/s for 3s to 10/s for 4s
      • Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s

Vehicle Engines

  • Bio Diesel
    • All Chassis
      • Decreased Heat At Max from 1 to 0

Research

  • High Caliber Rounds (.50cal)
    • Moved from Projectile Physics to Electrical Engineering
    • Increased Cost from 180 to 240
    • Increased time from 45 to 60
  • Advanced Machining
    • Increased Cost from 360 to 600
    • Increased Time from 90 to 120
  • Composite Armored
    • Increased Cost from 480 to 600
  • Gas Turbine
    • Increased Cost from 360 to 450

Chassis

  • Armored Fighting Vehicle
    • Increased Available Weight from 320 to 330

2.31.1

Release: (2021/03/20)

Features

  • Player names and revive icons now follow ragdolls correctly rather than staying at the death location.
  • Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.
    • Revive icon is now red for team mates and yellow for squad mates.
    • Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)
  • Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.
  • Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.
  • Tweaked position of ammo/health request icons along with the squad member icon.

Bug fixes

  • Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.
  • Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.
  • Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)

Script/Game Balance

Vehicle Handling

  • Armored Fighting Vehicle
    • Reduced Max Steering at Slow Speed from 50 to 45
  • Armored Personnel Carrier (NF)
    • Reduced Max Steering at Slow Speed from 40 to 35
  • Medium Tank (BE)
    • Increased Max Steering at Fast Speed from 10 to 12

Research

  • Plasma Cannon Projectile
    • Increased Cost from 240 to 360
    • Increased Time from 60 to 90
  • Plasma Tipped Rounds
    • Increased Cost from 240 to 360
    • Increased Time from 60 to 90
  • Upgraded Missile Warhead
    • Reduced Cost from 360 to 240
    • Reduced Time from 90 to 60
  • Salvo Missile Launcher (NEW)
    • Cost = 180
    • Time = 45
  • Guided Missiles
    • Reduced Cost from 360 to 240
    • Reduced Time from 90 to 60
  • Chemical Dispersion (NEW)
    • Cost = 120
    • Time = 60
    • Contains Biological Warhead
    • Contains Biological Grenades (NEW)
      • Cost = 120
      • Time = 30
  • Projectile Coating (NEW)
    • Cost = 120
    • Time = 60
    • Contains Biological Projectile
      • Reduced Cost from 360 to 240
      • Reduced Time from 90 to 60
    • Contains Biological Cannon
  • Upgraded Chassis
    • Increased Cost from 480 to 600
  • Medium Tank Chassis
    • Increased Cost from 360 to 450
  • Artillery Tank Chassis
    • Increased Cost from 480 to 600
  • Advanced Chassis
    • Reduced Time from 150 to 120
  • Heavy Tank Chassis
    • Reduced Time from 180 to 120
    • Reduced Cost from 720 to 600.

Armors

  • Increased Composite Cost from 20 to 30.

Weapons

  • Biological Warhead
    • Reduced Player Bio Damage from 5 to 4
    • Reduced Player Bio Time from 10 to 8
    • Reduced Player Bio Interval from 1 to 0.5
    • Increased Vehicle Bio Damage from 7 to 8
    • Reduced Vehicle Bio Time from 10 to 8
  • Biological Grenade Launcher (NEW)
  • Removed Weapons
    • Machine Guns
      • Plasma Machine Gun (2 slot)
    • Cannons
      • Plasma Cannon (3 slot)
      • Heavy-duty Ranged Cannon (3 slot)
      • Thermobaric Cannon (3 slot)
      • Biological Cannon (2 slot)
    • Missiles
      • Heavy-duty Missile Launcher (3 slot)
      • Virulent Missile Launcher (3 slot)
      • Advanced Salvo Missile Launcher (3 slot)
      • TOW Guided Missile Launcher (3 slot)
      • Homing Missile Launcher (2 slot)
      • Salvo Homing Missile Launcher (3 slot)

Infantry Weapons

Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.

https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs