Version/2.33.x: Difference between revisions

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== 2.33.1 ==
== 2.33.1 ==
<small>'''Release: (TBA)'''</small>
<small>'''Release: (TBA)'''</small>
=== Features ===
* Implemented a system that checks which player body parts are blocked by other objects before applying explosion damage.
** Explosion damage and Bio DoT now scales based on the mass of the objects blocking each body part. (Bio Dot is only changed for explosions, Bio MG is unaffected)
** Each body part is checked separately and scales the damage for that part depending on the blocking object's mass.
*** This uses the same mass checking system as was previously in the game, only that now each part is checked and scaled separately. Previously there was a single check done using the detection raycast that detected the player being visible to the explosion.
*** For reference the system scales the damage based on objects of 0-350 mass. 350+ kg objects will block all of the damage. (Player mass is 85kg, turrets are 280kg. This is here just to provide an example.)
{| style="margin-left:4em;text-align:center" class="wikitable"
|-
! Body part !! Maximum damage percentage loss
|-
| Chest || 40%
|-
| Head || 20%
|-
| Feet || 20%
|-
| Left Arm || 10%
|-
| Right Arm || 10%
|}
=== Bug fixes ===
=== Bug fixes ===
* Updated the Source Engine SDK Base files to the latest version.
* Updated the Source Engine SDK Base files to the latest version.
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* Standardized core entity names to match other official maps.
* Standardized core entity names to match other official maps.
* Fixed the env_sun entity not displaying because of bad entity settings.
* Fixed the env_sun entity not displaying because of bad entity settings.
==== Minor update to emp_coast ====
==== Minor update to emp_coast ====
* Remade all clip brushes/comm/engy restrict brushes
* Remade all clip brushes/comm/engy restrict brushes
** Fixed various exploit spots
** Fixed various exploit spots
* Standardized core entity names with other official maps.
* Standardized core entity names with other official maps.
==== Minor update to emp_mvalley ====
==== Minor update to emp_mvalley ====
* Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible.
* Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible.
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=== Script/Game Balance ===
=== Script/Game Balance ===
Script changes are visible via the [https://git.empiresmod.com/empires_public/empires_scripts/-/commits/develop empires_scripts] repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed.
Script changes are visible via the [https://git.empiresmod.com/empires_public/empires_scripts/-/commits/develop empires_scripts] repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed.
 
==== Infantry weapons ====
* Both shotguns now have a FalloffEnd value of 7500, they were previously mismatched. (Previously BE was 5000, NF was 10000; This was unintentional.)
 
==== Vehicle chassis ====
==== Vehicle chassis ====
* Reduced BE AFV Max Weight by 10
* Reduced BE AFV Max Weight by 10
* Reduced NF Light Tank Max Weight by 10
* Reduced NF Light Tank Max Weight by 10
* Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which side took damage)
* Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which armor side took damage)
** NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model.
** NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model.
** Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this.
** Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this.

Revision as of 23:35, 11 September 2021

Home > Patch notes > Version/2.33.x

2.33.1

Release: (TBA)

Features

  • Implemented a system that checks which player body parts are blocked by other objects before applying explosion damage.
    • Explosion damage and Bio DoT now scales based on the mass of the objects blocking each body part. (Bio Dot is only changed for explosions, Bio MG is unaffected)
    • Each body part is checked separately and scales the damage for that part depending on the blocking object's mass.
      • This uses the same mass checking system as was previously in the game, only that now each part is checked and scaled separately. Previously there was a single check done using the detection raycast that detected the player being visible to the explosion.
      • For reference the system scales the damage based on objects of 0-350 mass. 350+ kg objects will block all of the damage. (Player mass is 85kg, turrets are 280kg. This is here just to provide an example.)
Body part Maximum damage percentage loss
Chest 40%
Head 20%
Feet 20%
Left Arm 10%
Right Arm 10%

Bug fixes


Maps / Level design

Minor update to emp_canyon

  • Fixed Cubemaps not being built when the map was last published.
  • All player/vehicle clip brushes have been remade, increasing accuracy in order to prevent players from using exploits to reach the top of the hills.
    • B4 hill is now player/vehicle clipped and has restrictions in place for placing buildings.
  • Standardized core entity names to match other official maps.
  • Fixed the env_sun entity not displaying because of bad entity settings.

Minor update to emp_coast

  • Remade all clip brushes/comm/engy restrict brushes
    • Fixed various exploit spots
  • Standardized core entity names with other official maps.

Minor update to emp_mvalley

  • Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible.


Script/Game Balance

Script changes are visible via the empires_scripts repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed.

Infantry weapons

  • Both shotguns now have a FalloffEnd value of 7500, they were previously mismatched. (Previously BE was 5000, NF was 10000; This was unintentional.)

Vehicle chassis

  • Reduced BE AFV Max Weight by 10
  • Reduced NF Light Tank Max Weight by 10
  • Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which armor side took damage)
    • NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model.
    • Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this.

Vehicle engines

  • APC Engines' cooling has been reduced by 1.
  • Heavy Tank Engines' cooling has been increased by 1.
  • Removed researchable Artillery Engines as they served little purpose, standard engine has been adjusted to fit its new purpose and to be more fragile (with penalties).
  • Stalling Penalties have been changed to be less impactful for armor hits and more impactful for some hull hits and generally reduced stall on heat threshold penalties.
  • Horsepower Health Penalty has been increased slightly.
  • Bio Diesel has been tweaked so it's no longer "unstoppable".

Vehicle weapons

  • Removed High-Explosive Heavy Machine Gun
  • Artillery weapons have been slightly rebalanced.
    • The trajectory of artillery projectiles have been adjusted.
    • Weight, Damage, cycle time and heat have also been adjusted.