Genre: Shooter, Real Time Strategy (RTS), Strategy
Empires
Empires 2.9.2 Released - Hotfix
Empires 2.9.2 "Battery"
August 14, 2016
* Bugfixes:
Fixed a bug where small walls were using the large walls collisions for vehicles.
Empires 2.9.1 Released - Hotfix
Empires 2.9.1 "Battery"
August 13, 2016
* Bugfixes:
Fixed a bug where turrets were counted toward building limit, not turret limit.
Empires 2.9.0 released - Linux now supported!
Empires 2.9.0 "Battery"
August 13, 2016
* Features:
Linux client and server, including easy installation using LGSM
Building upgrades are now split into their own script definitions which allows values to be overridden when a building upgrades. For example turret damage can now be set when it is upgraded.
Removed various code restrictions that meant only turrets could be upgraded. This means that new building upgrade definitions are now a possibility.
Maximum carcass health is now defined in scripts, defaults to vehicle health.
Concussion grenades re-added.
Resource income now displays total income from all captured refineries and flags without using averaging; this should make it easier to notice when your income changes without random fluctuations. Resource deductions will display as and when they occur.
Resources and wages will now display as rounded figures. This helps to make sure all the information stays visible without overlapping or going off-screen.
Removed hardcoded layout for hud ammo indicator.
Standing near an unbuilt refinery point shows a hint that you have to move away.
* Bugfixes:
Made walls placable in Hammer.
Fixed the bug causing players to spawn in Barracks facing East; players will now spawn facing the nearest exit.
Fixed a bug where an engineer could place small walls even though they hit their limit.
Fixed persistent wall ghosts when holstering engineer tool.
Fixed a bug where the start position of a wall would be the map origin, meaning players would be unable to place a wall until they right clicked.
Engineer recycling no longer gives more resources when recycling without repair upgrade.
Turrets upgrade instantly after turret upgrade research.
Fixed scout class being named assault at the end of a round.
Removed unused emp_sv_refinery_interval cvar.
Made default class on start of game engineer instead of scout.
Fixed guard order drawing outline with an extra side.
Fixed gui images becoming blurry on low graphics settings.
Intro video has been fixed.
Hints should no longer show when inside a vehicle; destroyed vehicles show their own hint.
Engineer buildables no longer block building placement for commander.
Fixed news panel in menu.
* Non-code changes:
Added emp_money_2016 with prebuilt walls on the entrances.
Fixed third flag on emp_escort giving Brenodi reinforcements multiple times.
Added ocean water material for use in mapping.
Improved NF jeep VGUI images.
Hud style updated.
Updated some collisions for old Brenodi props.
Scout
Ranged arty resist 0->0.1
Other arties resist 0->0.15
Rifleman
Other arties resist 0.1->0.15
Grenadier
Other arties resist 0.3->0.4
Engineer
Ranged arty resist 0->0.1
Other arties resist 0->0.15
Capacitive Armor
Damage To Heat Absorbed 0.06->0.045
Regenerative Armor
Health 70->72
Deflective armor
Health 72->75
Angle Modifier 0.95->0.88
Absorbant Armor
Health 66->67
Speed to Damage Modifier -0.00011->-0.000112
Bio Modifier 0.3->0.45
NF Heavy Rifle
Clipsize 12->10
Empires 2.8.0 released
Empires 2.8.0 "Asymptote"
April 6, 2016
* Bugfixes:
Crash when spawning an APC, if you fire the MG immediately after constructing it
Comm crash fix
Commander can once again place buildings near enemy walls, engineer cameras & radars, and unbuilt buildings
Reverted unintentional change, so that vehicle weapons aim towards the crosshair again, rather than parallel to your aiming direction (dual cannons still work)
Fixed exploit building through the walls of emp_canyon, by reinstating a check from 2.6.9 that was missing
Reverted unintentional change; you can now build through ammo crates again (and multiplayer physics props)
The squad popup back in your face every round, because we just can't trust you to remember
Fixed building underwater and through world, found in 2.8.0 beta
Fix vehicles not being forced out of vehicle factory on creation.
Removed emp_gauntlet descriptions since that map is gone
Map description file for emp_noreturn
* Balancing changes for "Asymptote"
For years, there have been only 1~2 usable armors. We would like each armor to have its own special trait that makes it a decent option to research under different circumstances; to that end, we've modified capacitive, absorbant and reflective, as well as bio MG and plasma MG, to better suit the strategic commander. We've also buffed railguns and nerfed walls to make for a faster endgame. Artillery is back, baby! The new 180mm Artillery Cannon packs a much better punch than before. See the full changelog below.
* Other code fixes:
8 traces in cilinder to establish evenness of terrain; draw traces that fail
No more building placement on top of buildings/players/vehicles.
Arty Max Weight 870->855 Health 150->125
Reduced collision radii of all buildings to fit snugly around the model, allowing the ramps on all buildings to stick out and overlap. Added OffsetZ of 10 for all buildings to enable placement on not quite even terrain (except for walls, those weren't touched)
Added building_flushscript cheat, to allow you to keep the game running while adjust building collision bounds
Added con command to give a team resources, only usable by server admins; "emp_give_resources"
Added cl_mute_all_comms to mute chat as well as voice.
Don't count player dropped buildings towards the max turret limit.
Disabled stripping symbols for server for better sourcemod support
Rename Assault class to Scout.
DefaultLightmapScale is now 64; this is a setting for new brushes created in hammer, and was requested by DocRabbit; it does not change how existing maps will compile
A player's ticket usage is also incremented for first spawn, as they use a ticket anyway.
Save player stats when they spawn and are killed.
Re-added building hints, reimplemented much simpler than the old ones, and properly scaling to screen size
Updated the Source SDK with the latest code from the TF and HL2 branches. (now on 0d8dceea431 in the Source SDK, latest commit)
* Non-code fixes:
New models for Brenodi engineer camera and radar, courtesy of Smithy.
emp_streetsoffire: Fixed misaligned overlay outside BE main. Change contributed by D.D.D. Destroyer.
emp_district402: Fixes flag model for be 3rd flag using the wrong emp_cap_point
Add a template map for new mappers: SteamApps\common\Empires\empires\mapsrc\emp_template.vmf
Change starting armor in emp_glycencity to absorbant instead of budget.
Replaced the broken "test microphone" textures.
* Semantic versioning:
We're now using semantic versioning as described on http://semver.org/
The major version number is 2, and is bumped whenever we change so much that the game is fundamentally different.
The minor version number is 8, and is bumped for any change that requires both server and client to update
The patch version number is 0, and is bumped for any change that does not require an update to remain compatible - so, only crash fixes.
See the forums for more discussion on our versioning system.
In addition to semantic versioning, which is useful for server owners and devs mostly, each future version will maintain a name for the current balancing (or "scripts"), with an optional suffix to indicate small tweaks or (potentially major) bugfixes. This also helps for beta testers to know what balancing they are testing.
* More detailed balancing changelog:
HEMG Damage 11 -> 10.5
Reflective->Deflective (thanks Mr.X), also corrected a typo (absorbant).
Bio MG rework, more single shot dmg, longer cycle time, much shorter bio dmg interval.
Plasma MG rework, lower heat gen & heat to enemy, longer cycle time, higher damage.
Angle modifier 1->0.95 & 10% shell/missile/MG resist for Deflective, 15% MG resist for Absorbant.
HML dmg 45->52 clipsize 6->7 reload time 6->5 SHML lock time1.5->1.2 total clip 6->7
5% shell/missile resist for Deflective, 15% vehicle MG resist for Absorbant.
Capacitive cost 15->20
Capacitive rework, more hp, no degen, negative angle modifer, increased bio dmg.
Absorbant health 60->66
Explosion force 100000 -> 70000, less flipping.
Artillery cannon rework, higher "alpha" damage, lower DPM. Higher radius except for ranged. (2.8.1 buffed the range for the small and medium arty)
wall resist against kinetic/missile 0.95->0.925, everything else 0.97->0.94 (mortar and seismics unchanged); NB; effective strength against tanks halved
Always spawn with max ammo for BEHR.
Reactive weight 20->18
HMG Stamina drain decreased significantly, slight damage buff.
Abs bio damage modifier 0->0.3
DUMG/DUHMG spread 0.04->0.03
Regen health 60->70 Regen 0.067->0.07
Composite cost 15->20, reason same as Deflective.
Deflective cost 15->20, this is to make cheaper armor stands out.
NFHR rework, damage buff, slightly increased cycle time, better standing acc, lower crotch/prone acc.
BEAR rework, damage & accuracy buff, slightly longer cycle time.
NF&BE ref now have same resists.
Budget armor removal.
Rail gun damage 45->50
Absorbant cost 12->4
DUMG damage 4->5 DUHMG damage 6->8
Coolant engine buff; +10% heat dissipation, -25% heat output at max
Empires 2.7.1 released
Empires 2.7.1 Changes
Building previews now also print the reason why they cannot be built in their current position on screen, next to the building, which is colored according to the "main" reason. When outside of range, many of the reasons are not shown, to prevent scanning unexplored territory with a building preview to find enemies or enemy buildings. Also, it is no longer disallowed to have a building preview active when there are not enough resources for the building. This means you can have a building positioned beforehand, to place it the exact moment the resources come in.
don't always show the squad menu; only if you have to wait for commandervote AND have enough teammates
Added release notes since 2011 to {STEAM}\steamapps\common\Empires\empires\releasenotes.txt
fixed NF barracks rotation
fixed revive bug; revive wouldn't work in some areas of some maps due to buffer overflow
fixed wall preview remaining after leaving command view
fixed inability to bind semicolon key to commands
fixed inconsistent wall height for small walls
fixed MG attachment origin
fixed collision meshes on BE barracks, armory and VF
fixed BE mine cooking (consistent with NF; you can click and hold to play the animation while in a safe spot, and then release the mousebutton to drop the mine immediately)
fixed bug; Holding shift and dropping buildings quickly allows you to drop more buildings than you can afford
fixed news panel; uses the main websites news archive page
fixed various causes of undefined behaviour
fixed many assert failures, so that debug builds can run properly
fixed a lot of the compiler warnings (generated by Visual Studio, gcc and PVS)
fixed shader building on windows
fixed brenodi heavy tank's dual cannons going off at an angle
swap: gave binocs to scout (no longer "Assault", armour to rifleman)
Removed broken Aircraft support
Balance changes:
Nerfed NF heavy slightly; Max Weight 1396 -> 1366, plates on all sides 7 -> 6
BE pistol2; 9% less damage; doubled time between shots; decreased headshot damage modifier -25%; made 17% more accurate while standing, 10% more accurate while ducking
NF shotty pistol deals 9% less damage; .5 s between shots to prevent double-click instakill; increased minimal damage 22%
made both smg1's less accurate; 25% when standing, 23% when crouched, 26% less accurate while prone
(Upgraded) Grenade launcher weight 50 -> 40, explosion radius of UGL decreased 10%
HEMG weight 30 -> 40
DUMG weight 30 -> 40; DUHGM weight 50 -> 70
.50 cal MG weight 70 -> 50; HMG weight 90 -> 65
Lowered max weight of NF&BE APCs by 45 (approx. 5%)
all APC engines are 10 weight
nerfed reflective hp 10% (80 -> 72)
Hotfixes:
2.7.1 - crash when you click immediately after spawning an APC
Empires 2.6.1 Released
[B][I]Changed[/I][/B]
Tweaked NFHR animation
[B][I]Script Changes[/I][/B]
[I]Vehicle Weapons[/I]
[LIST]
<*>DU MG
[LIST]
<*>Damage 4 -> 6
[/LIST]
<*>DU HMG
[LIST]
<*>Damage 6 -> 8
[/LIST]
[/LIST]
[LIST]
<*>HE MG
[LIST]
<*>Reload Time 5 -> 4
[/LIST]
[/LIST]
[LIST]
<*>HE Cannon
[LIST]
<*>Explosion Force 200 -> 300
[/LIST]
[/LIST]
[LIST]
<*>Speed To Damage Modifier 0.00033 -> 0.00012
<*>KineticResist -0.3 -> -0.5
[/LIST]
[/LIST]
[I]Vehicle Engines[/I]
[LIST]
<*>Standard Engine (Jeep)
[LIST]
<*>Description "This engine is the only jeep engine. It uses turbine technology." -> "This engine is the only jeep engine. It uses hybrid electric-turbine technology."
<*>BEHR //Nerfed at close range, long range damage is still the same
[LIST]
<*>Base damage 42->35
<*>"StandingSpreadModifier" 0.015->0.1
<*>"DuckingSpreadModifier" 0.015->0.1
[/LIST]
<*>BECR/NF50C //nerfed acc upg and made pinpoint while stationary
[LIST]
<*>Accuracy upgmod 0.3->0.5
<*>"StandingSpread" 0.001->0.0
<*>"DuckingSpread" 0.001->0.0
<*>"ProneSpread" 0.001->0.0
<*>BECR Minimum Damage 10->40 (this was an error)
[/LIST]
<*>LSMGs //changed to mp7 style smg, super rate of fire which loses control quickly. Similar handling when tap fired though.
[LIST]
<*>Cycletime 0.09->0.06
<*>"StandingSpreadIncrement" 0.0022->0.006
<*>"DuckingSpreadIncrement" 0.0022->0.006
<*>Clipsize 25->20
<*>Reserve Ammunition 75->80
[/LIST]
<*>HSMG //gentle nerf, I don't think it's too OP but it needs a slight tone down. It'll be harder to tapfire successfully
[LIST]
<*>Cycletime 0.13->0.15
<*>"StandingSpreadDecrement" 0.1->0.06
<*>"DuckingSpreadDecrement" 0.1->0.06
[/LIST]
<*>BEHP //buffed up slightly as pistol1 feels superior.
[LIST]
<*>Cycletime 0.2->0.15
<*>"StandingSpreadDecrement" "0.04"->0.06
[/LIST]
<*>BEASt //decreased cycletime by popular demand
[LIST]
<*>Cycletime 0.4->0.3
<*>HMG //decreased cycletime by popular demand
[LIST]
<*>Damage 15->60
<*>Cycletime 0.05->0.15
<*>Falloffbase 0.75->0.5 (falloff is now very fast)
<*>Clipsize 100->50
<*>Reserve Ammo 200->100
<*>Stamina Penalty 1->3.5
[/LIST][/LIST]
[/LIST]
Empires 2.6 Released
[I][B]Fixed[/B][/I]
[LIST]
<*>Fixed wheels clipping through on BE jeep model.
<*>Fixed some texture stretching on NF's VF model.
<*>Fixed NF SMG3 ejecting shotgun shells.
<*>Fixed the NF & BE shotgun animation speed.
<*>Fixed the BE shotgun muzzle flash.
<*>Fixed an issue with firing RPGs.
[/LIST]
[I][B]Changed[/B][/I][LIST]
<*>Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.
<*>Removed sabotage DoT on everything but turrets.[/LIST]
[I][B]Script Changes[/B][/I]
[B][I]Added[/I][/B]
[LIST]
<*>Added keybindings for selecting buildings to be placed as comm.
[/LIST]
[B][I]Fixed[/I][/B]
[LIST]
<*>Fixed vehicle MGs damaging the wrong side.
<*>Fixed a parsing error on the chassis script by removing all mentions of the extra chassis. Added a ".bak" version of the chassis script that can unlock the extra chassis.
<*>Fixed NF heavy turret collision mesh.
<*>Fixed NF CV getting stuck on single turrets.
<*>Fixed missing snow camo on BE APC turret.
<*>Fixed BE APC using AFV turret instead of APC turret.
<*>Fixed an issue with sudden death not triggering properly.
<*>Fixed the top-right info panel sometimes not appearing for players.
<*>Fixed players having no equipment if their initial spawn was from a squad revive.
<*>Fixed machine pistol missing a kill icon.
[/LIST]
[I][B]Changed[/B][/I]
[LIST]
<*>Removed barbed wire from NF walls.
<*>Removed BioMG and Bio Cannon from emp_escort.
<*>Redid BE CV collision mesh.
<*>Added a flat 3s firing delay to all vehicles upon creation.
<*>Comm turrets now auto-upgrade with the appropriate research.
<*>Reflective now does a linear decrease in damage from 100% at 0 degrees to 50% at 45+ degrees (Previously, it was the cosine of the angle, so this is a buff.)
<*>Dead players now have a small X on the scoreboard and their row colored grey.
<*>Attempted to remove bullet pushback, again.
[/LIST]
[I][B]Script Changes[/B][/I]
[I]Vehicle Weapons[/I]
[LIST]
<*>Plasma Cannon
[LIST]
<*>Weight 100 -> 80
[/LIST]
<*>Bio Cannon
[LIST]
<*>Weight 100 -> 80
[/LIST]
<*>Salvo GML
[LIST]
<*>Cost 85 -> 80
<*>Weight 100 -> 80
<*>Clip Size 5 -> 6
<*>Reload Time 8.5 -> 8.4
[/LIST]
<*>Salvo HML
[LIST]
<*>Cost 70 -> 80
<*>Weight 100 -> 80
[/LIST]
[/LIST]
[LIST]
<*>Small Artillery Cannon
[LIST]
<*>Cost 50 -> 60
[/LIST]
<*>Medium Artillery Cannon
[LIST]
<*>Name -> Double Artillery Cannon
<*>HUD Name -> Double AC
<*>Description -> An artillery cannon that fires twice as often as Small Artillery Cannon.
[LIST]
<*>Fixed BEHR ammo amounts to match what they have always been.
<*>Fixed Shotgun descriptions to match Spike's old suggestion.
<*>Fixed "Advanced Semiconductor Research" clipping while researching.
<*>Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).
[/LIST]
[B][I]Changed[/I][/B]
[LIST]
<*>Regenerating armors regenerate even with zero armor.
<*>Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
<*>Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
<*>The health bar for repairing tank armor now increases more gradually
[/LIST]
<*>Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."
<*>Time -> 60
[/LIST]
<*>Lab-Grown Technologies Added
[LIST]
<*>Parent -> "Biology"
<*>Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."
<*>Time -> 60
[/LIST]
<*>Brittle Armor Added
[LIST]
<*>Parent -> "Lab-Grown Technologies"
<*>Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."
[B][I]Added[/I][/B]
[LIST]
<*>New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.
[/LIST]
[B][I]Fixed[/I][/B]
[LIST]
<*>Fixed NF crates again.
<*>Fixed the visual bug in blend textures on emp_slaughtered.
<*>Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.
[/LIST]
[LIST]
<*>Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."
[INDENT] -> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."[/INDENT]
<*>Cost 24 -> 12
<*>Health 80 -> 40
<*>Regeneration 0.0125 -> 0.05
<*>Heat to Damage Modifier -0.025 -> -0.05
<*>Angle Modifier 0.5 -> 0.75
<*>Speed to Damage Modifier -0.00002 -> -0.000035
[/LIST]