Version/2.35.x

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2.35.0

Release: (TBA)

Features

Bug fixes

  • Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled.
  • Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also affects keyboard input.)
    • This means vehicles will effectively have 8.69% increased throttle. This is unlikely to have a big impact on game balance.
  • Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage.
  • Concussion grenades now only blind alive players.
  • Various bug fixes to env_projectedtexture
    • Also increased limit of env_projectedtexture entities from 1 per PVS to 9.

Script/Game Balance

  • Increased the radius of the engineer radar from 2000 -> 4000 units.
  • Reduced the radius of the scout's auto-spotting from 5000 -> 3000 units.

Maps

con_eastborough

  • Ticket issues resolved.
  • Map description has been updated/fixed.
  • Slight adjustments to one of the flags.
  • Changed the lighting and atmosphere, added weather effects.

as_escort

  • 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds)
  • Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach.
  • Fixed some exploit spots around the first flag by tweaking the player clip brushes.

Other/Misc

  • Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts.
    • This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games.
  • Updated the Empires FGD with various fixes and additions.
    • Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected.
    • Added various autovisgroup definitions for ease of hiding/selecting entities in hammer.
    • Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed.
    • Updated and improved the FGD definition for env_projectedtexture.