Genre: Shooter, Real Time Strategy (RTS), Strategy
Empires
Empires 2.36.0 Released!
We're happy to announce version 2.36.0 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played. (It's not dead yet)
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Features
Added angle snapping to commander building placement. This shares a key bind with multi-unit selection. (Default key is shift.)
Added firing sounds to MG turrets.
The vehicle health HUD has been improved:
The health of each armor plate and hull are overlaid as a number. This feature can be enabled in the advanced options section. (Default is off)
Each armor plate is no longer drawn as a sequence of overlapping lines. They’re now drawn correctly as polygons.
The corners of armor plates no longer have large gaps. Armor plates are drawn as trapezoids with a defined gap between them, resulting in the armor display looking more rectangular overall.
Armor plates that are missing are now drawn as a grey outlined shape. This should help to communicate to players that there are plates that can be repaired.
Armor plates (or hull) that are affected by biological DoT are now drawn as a darker shade of the current health color and if HP text is enabled, the text will turn green.
The following console variables have been added to customize the vehicle HUD:
‘‘’emp_hud_vehicle_show_health’’’: Controls whether to display the amount of armor and hull health numerically in the vehicle HUD.
‘‘’emp_hud_vehicle_armor_offset’’’: How many pixels to offset the armor plates from the chassis in the vehicle HUD.
‘‘’emp_hud_vehicle_armor_thickness’’’: How many pixels thick to draw the armor plates in the vehicle HUD.
‘‘’emp_hud_vehicle_armor_proportional’’’: How much the thickness of armor plates in the vehicle HUD is affected by the maximum health of each plate, with 50 hp/plate as a baseline.
‘‘’emp_hud_vehicle_armor_spacing’’’: How many pixels thick the gap is between the armor plates in the vehicle HUD.
‘‘’emp_hud_vehicle_armor_spacing_corner’’’: How many pixels thick the gap is between the corners of the armor plates in the vehicle HUD.
‘‘’emp_hud_vehicle_chassis_scale’’’:
Added emp_logic_playercount_listener entity.
This entity fires outputs when the player count changes. You can specify whether to search for Brenodi or Northern Faction players or both, and whether to check for just alive players or all players.
More information is available on the [https://developer.valvesoftware.com/wiki/Emp_logic_playercount_listener Valve Developer Wiki].
This release includes emp_variable_playercount_template.vmf, an example map to show how you might use this feature to dynamically open and close map lanes as player count changes.
Added outputs to emp_params on almost every game phase transition:
OnPhaseBeginTactics
Note: Since the tactics phase is not currently implemented, this fires at the same time as OnPhaseBeginGame
OnPhaseBeginWait
OnPhaseBeginGame
OnPhaseBeginInfSuddenDeath
OnPhaseBeginCVSuddenDeath
OnGameEnd
OnGameOutcomeNFWin
OnGameOutcomeNFLose
OnGameOutcomeBEWin
OnGameOutcomeBELose
Added the following inputs and outputs to all buildings: (Used by level designers.)
Inputs
SetHealth : “Sets the health of the building, clamped between 0 and the building’s maximum health.”
Destroy : “Set the health of the building to 0.”
RecycleStart : “Begin the recycle process.”
RecycleStartDuration : “Begin the recycle process, with the countdown set to the given number of seconds.”
RecycleCancel : “Cancel the recycling process, returning the building to a functional state.”
SabotageStart : “Mark this building as sabotaged. If the activtor is a player, give them points for it.”
SabotageEnd : “Mark this building as no longer sabotaged.”
Outputs
OnBuilt : “Fired when this building is fully built.”
OnNFBuilt : “Fired when this building is fully built by the Northern Faction.”
OnImpBuilt : “Fired when this building is fully built by the Brenodi Empire.”
OnKill : “Fired when this building is destroyed.”
OnSpotted : “Fired when this building is spotted by an enemy using any method. The spotter is the activator.”
OnSpottedBinoculars : “Fired when this building is spotted by an enemy using the binoculars. The spotter is the activator.”
OnSabotageStart : “Fired when this building has become sabotaged. The saboteur is the activator.”
OnSabotageEnd : “Fired when this building is repaired.”
OnRecycleStart : “Fired when a commander has started the recycling process on this building.”
OnRecycleCancel : “Fired when a commander has canceled the recycling process on this building.”
OnRecycleComplete : “Fired when this building has been recycled.”
There are also two additional outputs for the Radar, Engineer Radar, and Engineer Camera that fire whenever an entity is detected.
Applied a potential fix for player muting via the scoreboard. When the server reaches enough players, player muting would stop working as intended.
Fixed squad heal not removing Bio damage over time effect properly.
Fixed unintended behaviour where the biological damage over time effect wouldn’t extend it’s duration if it was applied to vehicle armor by the same weapon repeatedly.
Fixed an issue where squad recon would spot squad hidden players for longer than intended.
Fixed various issues where the game’s code would skip over the last player when processing through all players in a full server. Unknown what bugs this may have caused.
Changed building smoke to always emit fire when the building is destroyed, instead of sometimes showing unbuilt/sabotage smoke.
Neutral tank turning now rotates around the tank’s local axis instead of world space. This was causing strange behaviour when driving up/down slopes.
Neutral turn is no longer unconstrained in applying angular velocity. Prior to this version, angular velocity was set directly; instead of being applied as an angular force impacting the angular velocity. This will mean that tanks are no longer able to rotate beyond the capability of the force being applied.
Fixed the emp_infantry_restrict team filters being inverted.
3x Crashes have been fixed.
Fixed some minor issues in the vehicle HUD. For example, no longer displaying the armor detection overlay for your own vehicle or dead vehicles.
Map info script parsing system has been refactored.
All parameters present in the map info file have sensible defaults, allowing a map to be played even if there is no map info file or the client fails to download it.
Line breaks can be placed in the objective and description panels using the \n escape sequence.
Map info can be reloaded client-side using the mapinfo_flushscript command, though this currently requires the map to be reloaded for the changes to take effect.
Fixed commander vote count not resetting between rounds.
There are still some client-side vote count issues to resolve but these will be addressed in a future version as it requires large changes to rewrite the client-side vote count system.
Fixed a bug where spotting a building with regular spotting would override the longer spotting provided by binoculars.
The emp_info_params entity inputs SetNFResources and SetBEResources now function correctly. Previously, they would double the current resource value and then subtract the desired value.
The vehicle weapon HUD now displays properly when using a vehicle equipped with weapons that are not researched. Previously, unresearched weapons would not show up in the HUD. This was only an issue for maps that spawned in vehicles.
Other Changes
Added prop_sphere to the FGD and updated code to allow a radius to be set.
Added various team colored developer textures for use when designing maps. (‘‘‘materials/dev’’’ directory)
Added the startResearched research script variable. Researches that have startResearched = 1 will already be researched when the game starts (if this is the correct team).
This allows specific maps to use the emp_sv_unresearch_item command to set the starting chassis as restricted (Jeep/APC/Light tank/AFV).
If there are no chassis available the vehicle menu will not open when players attempt to open it.
Changed all turret/camera/radar models to use metal surface property instead of default.
Lobby server auto-connect has been disabled by default. Auto-connect to lobby can be re-enabled by adding -lobby to the launch options within Steam.
Changes to team joining functionality
The code that decides whether a player can join a team has been reworked
The skill based auto-balance system which decided how players are put into teams has been disabled.
Removed convars ‘mp_autoteambalance’, ‘mp_autoteambalance_smart’, and ‘mp_autoteambalance_skilldifference’ as these were used by this system.
Auto-assign has been reverted to a random selection of the available teams.
Added the emp_sv_forceteam convar, which will force all players to join either BE or NF if enabled.
Completely rewrote the ‘jointeam’ console command code.
Jointeam respects emp_sv_forceteam, emp_sv_forceautoassign, emp_sv_forcespec, and emp_allowspectators.
Added convar ‘mp_teams_unbalance_limit’
This controls the maximum numbers advantage a team can have before players are no longer allowed to join.
The default value is 1, which allows each team to have one extra player.
Setting this convar to 0 disables the limit.
Script/Game Balance
Changes to stamina usage when jumping
Jumping stamina usage has been tweaked so that the stamina requirement to jump is 50% of the actual stamina deduction. Additionally, stamina upgrade now reduces the amount of stamina deducted per jump by 1/4 instead of 1/3.
This means a jump spends 20 stamina (roughly displayed as 3 bars), but you can still jump so long as you have 10 stamina (roughly displayed as 1.5 bars) left. With stamina upgrade, each jump will spend 15 stamina instead of 13.3.
This change was made to make navigating the map less frustrating when out of combat. This should be less punishing when you have completely depleted your stamina, but still enforce the usual restrictions to combining sprinting and jumping while in combat. The values were tweaked to ensure that even with stamina upgrade, you cannot bunny hop when you’re out of stamina.
Vehicle Chassis
Brenodi Empire Heavy Tank
Increased Max Weight from 470 to 490
Vehicle engines
Increased 3 Phase engine heat dissipation by 1
Decreased Advanced coolant engine heat dissipation by 1
Decreased Fission engine heat dissipation by 0.5 (0.7 for medium tank)
Vehicle Weapons
Homing Missile Launcher
Reduced Lock On Radius from 0.42 to 0.1
It should make it easier to pick which target you’re locking, but it also means you have to track it more accurately
Increased Lock On Time from 0.3 to 0.5 seconds
Increased Lock On Range Modifier from 0.2s/1000u to 0.5/1000u (a wall is 256 units)
Reduced Missile range from 8000 to 7000
Reduced Turning Ability from 3.15 to 3.0
Increased Cost from 100 to 150
Nuclear Missile Launcher
Increase Cost from 200 to 300
Biological Missile Launcher
Increased Player Bio Damage from 3 to 5
Increased Vehicle Bio Damage from 8 to 10
Decreased Vehicle Bio Duration from 8 to 8
High-Explosive Cannon
Increased Cost from 70 to 90
Reduced Damage from 75 to 70
Upgraded Missile Launcher
Increased Cost from 70 to 80
Biological Cannon
Increased Weight from 80 to 120
Increased Cost from 100 to 180
Increased Cycle Time from 2.25 to 2.5
Increased Heat from 15 to 20
Vehicle Biological Effect Properties
Damage: 10
Duration: 10
Interval: 0.5
Total Damage: 200
Infantry Biological Effect Properties
Damage: 5
Duration 10
Interval: 0.5
Total Damage: 100
Plasma Cannon
Increased Cost from 110 to 140
Increased Weight from 80 to 90
Increased Heat to Target from 10 to 12
Railgun
Increased Cost from 120 to 150
Increased Weight from 80 to 90
Increased Damage from 120 to 130
Depleted Uranium Machine Gun
Reduced Cost from 60 to 50
High-Explosive Machine Gun
Reduced Cost from 70 to 60
Plasma Heavy Machine Gun
Increased Cost from 110 to 120
Increased Weight from 55 to 60
Biological Machine Gun
Increased Player Bio Duration from 1 to 4
Increased Vehicle Bio Duration from 1 to 2
Standard Machine Gun
Reduced Cost from 40 to 30
Chain Gun
Reduced Cost from 60 to 45
Grenade Launcher
Reduced Cost from 50 to 40
High-Explosive Grenade Launcher
Increased Cost from 60 to 75
Small Artillery Cannon
Increased Cost from 70 to 90
Medium Artillery Cannon
Increased Cost from 80 to 110
High Explosive Artillery
Increased Cost from 120 to 170
Ranged Artillery Cannon
Increased Cost from 130 to 170
Biological Grenade Launcher
Increased Damage from 40 to 60
Increased Vehicle Bio Damage from 5 to 10
Increased Infantry Bio Duration from 4 to 5
Vehicle Armors
Absorbant
Reduced Speed to Damage modifier from -0.000112 to -0.00005
Increased Health from 70 to 75
Composite
Reduced Speed to Damage modifier from -0.00005 to -0.000025
Reactive
Increased Health from 100 to 120
Infantry Weapons
Rifleman
Fixed BE’s Assault Rifle starting ammo
Wages
Defuse
Decreased from 5 to 3
Capturing a flag
Increased from 0 to 3
Destroying an enemy vehicle
Increased from 5 to 10
Structures
NF/BE Walls
Increased Cost from 10 to 15
Barracks
Increased Cost from 200 to 300
Known Issues
Turret sounds do not play on clients who are too far away from a firing turret, even if they approach the turret as it is firing.
In some circumstances, the button to join a team will be selectable when you cannot actually join that team.
If mp_teams_unbalance_limit is set to 1, you are on team A, and team B has the same number of players as team A, then the button to join team B will be active, even though you are correctly not allowed to join.
Empires Shitmaps 2024
Hey folks! Brace yourselves—the legendary Shitmaps Event is back! Time to dive into the wildest, wackiest maps ever crafted.
On the 20th of January, 2024, as the clock strikes 19:00 GMT / 20:00 CET / 1 PM EST, we march together into the glorious, chaotic, and wonderfully bizarre realms that only the most audacious map creators dare to dream up.
This isn't just about the maps that make you question reality, but the ones that redefine it – an experience that not only tests your reflexes but also tickles your funny bone and bewilders your senses. To grasp the sheer scale of lunacy that awaits, direct your gaze upon the trailer that teases the pandemonium we're set to unleash: And for those who find their curiosity piqued or perhaps are brimming with questions—or simply wish to mingle with fellow enthusiasts—venture forth into our Discord
Mark your calendars, set your alarms, and prepare for an event that's less about the maps you traverse and more about the stories you'll tell. Long live the Shitmaps!
Empires 2.35.1 Released!
We're happy to announce version 2.35.1 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played. (It's not dead yet)
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Bug fixes
Fixed an issue causing Sourcemod plugins to malfunction on Linux servers.
Fixed a divide-by-zero bug in emp_engineer_map_brush / emp_engineer_map_object entities’ “raise on build” functionality. This was causing entities to not spawn in correctly. In some cases where these entities were parented to other entities, it would crash the server.
Fixed a few issues with how scout hide is applied to players. A code change in the last update was causing the server to reapply the hide effect constantly. This resulted in some strange behaviour, such as flickering invisibility and flickering screen overlays. This has now been fixed.
Spectators can now see screen overlay effects from players affected by biological damage over time & scout hide.
Applied a few fixes to building smoke. Smoke states should now update a bit more reliably. There was an issue where sabotage smoke would still appear, even after the effect ended.
Maps
as_escort
Fixed some displacement seams having holes near the last flag.
emp_duststorm
Changed initial team owner of the emp_engineer_map_object entities in ruins (wood barricades). Now that this functionality is actually working properly, the map has been updated to reflect this.
Empires 2.35.0 Released!
We're happy to announce version 2.35.0 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played. (It's not dead yet)
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Features
Added a screen overlay that is applied when players are afflicted with the damage over time effect of biological weapons.
Added tips to the loading screen. (Similar to when the game was on the 2007 version of the engine)
Changed the old scout hide screen darkening to use a screen overlay that is essentially a vignette effect instead of darkening the whole screen.
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. The expected multiplier input to the physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (This also affects keyboard input.)
This means vehicles will effectively have 8% 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.
Fixed a bug preventing the “raise on build” functionality of emp_eng_map_brush & emp_eng_map_model entities from working.
Fixed a bug involving turrets spawned using the point_template. Turrets would try to upgrade beyond level 3 and would break completely.
Fixed a bug where you would get the Grenadier RPG view model stuck on screen while in the driver seat of vehicles. This happened when placing your last mine, causing the active weapon to switch right before entering the driver seat.
Fixed a bug where the repair bar would not display if an entity was parented to another entity.
Fixed incorrect function assignment in code for emp_params entity - GetBETickets, GetNFResources & GetBEResources would call the incorrect functions; these are now fixed.
Fixed a bug causing blood spatter decals to spawn when hit by concussion grenades.
Fixed various console errors.
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.
Infantry Weapons
Concussion grenades
Concussion grenades no longer disable turrets if the damage dealt is lower than 10.
The temporary disabled state applied to turrets is now removable by repairing the turret.
Repairing 25 units of health or repairing a turret to full health will now end the disabled state early.
Reduced the damage from 40 to 35.
Reduced the explosion radius from 400 to 350.
Reduced the explosion falloff radius from 200 to 175.
Vehicle Armors
Removed the 2.5 degree dead-zone from armors using the Angle Modifier script variable (reverted to legacy behavior).
This was added back in 2.33.2. It was added to reduce the effectiveness of the Angle Modifier trait if players landed their hits correctly. It is being reverted because it is negatively affecting the identity of ‘Deflective’ armor, causing it to feel a bit weak.
Regenerative
Increased Health from 75 to 80
Reactive
Reduced Health from 110 to 100
Vehicle Engines
All Chassis
3 Phase Motor
Increased Heat Output at Idle from 1 to 2
Fission Reactor
Decreased Heat Output at Max from -3 to -5
Gas Turbine
Increased Heat Capacity from 100 to 150
Increased Stalled Horsepower from from 10% to 50%
Increased Cost by 50%
Maps
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.
Escort
4x damage multiplier on the second flag’s build-able 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.
Reduced screen shake duration caused by building explosions.
Empires 2.34.9 Released!
We're happy to announce version 2.34.9 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played. (It's not dead yet)
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Features
Double clicking of weapons/armor/engine in vehicle custimization now adds/removes. Armor and engine will swap what is equipped if trying to add a different armor.
Bug fixes
Fixed a bug causing engineer tool to lose charge if the player triggered a re-equip before deploying the weapon.
Fixed a bug preventing vehicles from repairing on repair stations when taking DMG_CRUSH damage type. (Physics crush damage/Damaged caused by crashing into walls)
Fixed a client crash relating to guard/attack orders.
Minor fixes to mini-map player icons.
Minor fix to cross-hair alignment.
Minor fix to artillery feedback skill showing hits that occurred before having the skill.
Minor fix to prevent console spam on the server - caused by vehicle engine heat variables.
Script/Game Balance
Vehicle Armors
Regenerative
Reduced Cost from 12 to 11
Reduced Weight from 15 to 13
Reduced Biological Damage Multiplier from 1.25 to 1.1
Absorbant
Increased Cost from 10 to 11
Increased Biological Damage Multiplier from 0.5 to 0.8
Reduced BulletPlasmaResist from 0.1 to 0
Reduced ShellPlasmaResist from 0 to -0.1
Reactive
Increased Cost from 15 to 16
Reduced Health from 120 to 110
Composite
Increased Angle modifier from 0.35 to 0.5
Vehicle Weapons
Homing Missile
Increased Reload Time from 5s to 8s
Plasma Cannon
Increased Clip Size from 30 to 40
Biological Cannon
Increased Clip Size from 30 to 40
Depleted Uranium Machine Gun
Reduced Cycle time from 0.105 to 0.09
Vehicle Engines
Bio Diesel
Decreased Heat Stall Penalty from 50% to 25%
Infantry Weapons
Mines
Disabled mine detonation by vehicle carcasses. (This is back to the old behaviour.)
RPG
Reduced Explosion Radius from 75 to 50
Reduced Turning Speed from 1.65 to 1.5
Empires Shitmaps 2023
Get ready for a night of fun and excitement! The annual Shitmaps event for the Empires is back on January 28th 2023 at 18:00 GMT. Players from all around the world will come together to play on some of the most creative and wacky maps ever seen in the game.
For those who might not be aware, Shitmaps are maps created just for fun games and the Empires community has a long-standing tradition of hosting an event dedicated to these unique creations. With a wide variety of maps to play at, each offering a unique and exciting gameplay experience.
Whether you're a veteran of the game or a newcomer looking to try something new, the Shitmaps event is the perfect opportunity to jump into the action and have some fun.
So, mark your calendars and join us on January 28th 2023 at 18:00 GMT for the annual Shitmaps event in Empires.
We're happy to announce version 2.34.8 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played. (It's not dead yet)
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Features
Changes to squad menu
Fixed some alignment issues on text / icons.
Text should is now set as ‘proportional’ and should better based on resolution.
Health values update more reliably and are now colored Red-]Green based on health percentage. (Squad aura indicator is now white, to avoid confusion.)
The Squad Power icon now has text displaying time left on it’s timer.
Fixed some issues with the squad member flashing indicator when squad members fire weapons. (This now flashes their name instead of the whole row background.)
Changes to squad revive
Improved the checks used for positioning revived players. Ray casts are more predictable in terms of where players might be revived, using a radius around the squad leader.
Added extra checks to prevent reviving through terrain. This might not cover every situation but it’s a big improvement over the previous method.
Player’s are no longer revived on locations where they would fall down a slope. It will instead try a different location.
Squad members now revive slightly closer to the squad leader if the revive is successful. Previously players would spawn in very random locations which could be quite far from the squad leader, leaving no opportunity for counter play from the enemy team. This is no longer the case and squad revive is more predictable, both for the squad leader and the enemy!
Revived squad members now point in the direction that the squad leader was looking, rather than always pointing toward east!
Bug fixes
Spotting is now removed when a player dies. Previously the spotting diamond would display until the spotting timer expired.
Updated console font to be proportional. It should now be readable on most resolutions.
Updated some mini-map fonts to be proportional. These should now be readable on most resolutions.
Fixed an issue with chat closing when you get revived. Although there are benefits to this, it can be annoying if you typed out a whole message and lose it all!
Fixed issues where the engineer tool couldn’t detect a ragdoll when attempting to revive players. (Reviving players who died in water is now fixed!)
Fixed a bug where the squad menu player ordering would break, leaving gaps and breaking the squad menu. This only occurred when the round had ended.
Script/Game Balance
Changes to infantry movement
Speed upgrade now increases swim speed through water. There was previously a bug causing players to move at the maximum speed regardless of having the skill or not.
Stamina use in water is now the same regardless of player stance (Crouch/standing), this is because the speed is the same regardless of stance.
Speed upgrade now affects crouch/prone stances - whereas previously they were set to always consider you having the speed upgrade skill.
Fixed a few bugs causing low movement speed whilst using weapon iron sights. This is a significant change to the previous move speed as it was setting it lower than it should have been.
As a result, the view model bobbing effect has been significantly reduced when using weapon iron sights and moving around.
Running while in sniper scopes is slower than standard iron sights. (25% reduction but this may need further tweaking.)
Infantry weapons
Concussion grenades
Disable effect to turrets is now applied when the damage is applied rather than separately. Explosion damage is more reliable than the single ray cast method that was previously in use.
As a result, the damage radius has been increased to be closer to the original disable radius. Damage falloff reduction has been changed to reflect this. Radius is now 400 (up from 300), damage falloff reduction starts at 200 (down from 300).
Vehicle Engines
All Engines
Gas Turbine
Heat Dissipation increased by 1
Heat Output At Max decreased by 1
Bio Diesel
Heat Dissipation increased by 0.5
Fission Reactor
Heat dissipation increased by 0.5
Heat Output At Max decreased by 1
Empires 2.34.7 Released!
We're happy to announce version 2.34.7 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played. (It's not dead yet)
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Bug fixes
Fixed a bug causing the engineer tool to regain more ammo than expected when re-applying the player’s class.
Fixed an issue preventing map spawned ammo crates from re-supplying tanks in certain situations.
Fixed a problem with the squad artillery ability being activated in areas that shouldn’t be allowed. (Non sky-box.)
Script/Game Balance
Infantry Resists
RPG Resistances and resulting Damage to Infantry is now same as Mortar
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, empiresmod.com
Changelog:
Bug fixes
Fix order distances having incorrect unit conversion from inches to meters.
Fix an exploit allowing players to refill their engineer tool to full when changing class.
Disable mine detonation for players on ladders.
Remove double averaging of scoreboard latency, engine code already handles it.
Script/Game Balance
Infantry Resists
Engineer & Rifleman
Increased Mortar Resist from 0 to 0.1
Reduces Mortar Damage from 130 to 117
Scout
Increased Mortar Resist from 0.1 to 0.19
Reduces Mortar Damage from 117 to 105
Grenadier
Increased Mortar Resist from 0.2 to 0.28
Reduces Mortar Damage from 104 to 93
Command Vehicle
Reduced Engineer Hull Repair from 3 to 1
It triples the time it takes to repair the Command Vehicle’s Hull
Reduced Engineer Armor Repair from 0.04 to 0.01
It Quadruples the time it takes to repair the Command Vehicle’s Armor
Reduced Command Vehicle’s Armor Health from 275 to 250
Reduced Command Vehicle’s Armor Regenaration from 0.004 to 0.002
Increased Command Vehicle’s Armor Damage to Heat Absorbed from 0.025 to 0.04
Vehicle Armors
All Armors
Increased Squad Artillery Resistance from 0 to 0.25
Vehicle Weapons
Extended Range Cannon
Increased Gravity from 0.1 to 0.15
Plasma Cannon
Increased Explosion Force from 100 to 500
Railgun
Increased Gravity from 0.04 to 0.05
Increased Explosion Force from 50 to 1000
Biological Cannon
Increased Explosion Force from 170 to 300
Upgraded Missile Launcher
Reduced Heat from 6.5 to 6
Reduced Weight from 70 to 60
Increased Explosion Force from 50 to 100
Biological Missile Launcher
Reduced Weight from 70 to 60
Salvo Missile Launcher
Reduced Weight from 60 to 55
Increased Explosion Force from 20 to 50
Guided Missile Launcher
Reduced Heat from 9 to 8
Reduced Weight from 70 to 60
Increased Clip Size from 4 to 5
Increased Explosion Force from 40 to 100
Homing Missile Launcher
Increased Explosion Force from 40 to 500
Infantry Weapons
Mortar & RPG now share the same ammo
It effectively reduces the amount of ammo Grenadiers carry by half
Mortar
Reduced Speed from 2000 to 1800
Northern Faction .50cal Rifle
Increased Minimal Damage from 20 to 30
It ensures that it takes 4 shots to kill an enemy on distances shorter than ~6000 units
Introducing emp_cargo, a map by community member Oktay
We're pleased to announce the release of a new map, made by community member Oktay
This beautiful commander map has 4 different sections which open up based on the player count. It has zip lines, strong rivers, elevators (also with lava underneath) and tons of shipping containers!
You can check out some previews of the map below:
Briefing:
[expand type="showmore"] Brenodi Empire: The Northern Faction is attacking our port which support our military supplies in this ongoing war. Our intel informed us that they even sneaked in a Northern Faction command vehicle ! Quickly destroy the enemy force before they get too big of a threat !
Defend the Area and Defeat Northern Faction.
Northern Faction: The Brenodi Empire didn't expect us attacking their port which is important for their Military logistics. While the battle continues we successfully sneaked in a Northern Faction command vehicle which will change the outcome for this battle !
Capture the Area and Defeat Brenodi Empire.
Mapinfo: 12 Players will transport your CV, be sure to be near your commander if you reach that player count. 22 Players will open the Port Area. 32 Players will open that big gate near main base prepare for expansion. 48 players will allow access to the Dam section.
Credits for helping me: Destroyer, Trainzack, Gvarados, Bloodwiper Container textures provided by Trainzack and Bloodwiper [/expand]
Minimap:
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Gifs:
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Images:
[expand type="showmore"] [/expand] Join Empires Discord! If you want to download the map, ask for latest version in our Discord server's #mapping channel.