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Genre: Shooter, Real Time Strategy (RTS), Strategy

Empires

Upcoming Empires 2.52.6 Changelog

A highly detailed explanation of the changelog can be found here: http://forums.empiresmod.com/showpost.php?p=492657&postcount=2

[I][B]Fixed[/B][/I]
[LIST]
<*>Fixed mission collision meshes on nf_crate models.
<*>Flipped the green channel on the NF apc normal map & reduced $detailblendfactor
<*>Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.
<*>Fixed issue with squad reviving players who hadn't spawned yet
[/LIST]
[I][B]Changed[/B][/I]
[LIST]
<*>Removed bullet pushback effects
<*>Disabled health regen during infantry Sudden Death
<*>Turret radius in comm view is now based off scripted range
<*>Vehicles can't fire weapon if it would exceed heat capacity
<*>Players now appear outside of vehicles if they die in the vehicle
<*>Ammo upgrade now doubles starting ammo
[/LIST]
[B][I]Script Changes[/I][/B]
[I]Vehicle Weapons[/I]
[LIST]
<*>BioMG
[LIST]
<*>Damage 5 -> 6
<*>Heat 2.25 -> 1
<*>Total Ammo Clips 3 -> 4
<*>Reload Time 10 -> 4
<*>Heat To Target 0 -> 0.1
[/LIST][/LIST]
[LIST]
<*>DU MG
[LIST]
<*>Damage 6 -> 4
<*>Heat 2 -> 1
<*>Cycle Time 0.15 -> 0.1
<*>Clip Size 140 -> 40
<*>Total Ammo Clips 3 -> 8
<*>Reload Time 6 -> 2
<*>Heat To Target 0 -> 0.1
<*>Minimal Damage 5 -> 3
[/LIST]
<*>DU HMG
[LIST]
<*>Damage 8 -> 6
<*>Heat 2.3 -> 1
<*>Cycle Time 0.12 -> 0.1
<*>Clip Size 180 -> 60
<*>Total Ammo Clips 3 -> 8
<*>Reload Time 10 -> 3
<*>Projectile Spread 0.035 -> 0.04
<*>Heat To Target 0 -> 0.1
<*>Minimal Damage 6 -> 4
[/LIST][/LIST]
[LIST]
<*>Plasma MG
[LIST]
<*>Damage 4 -> 8
<*>Heat 2 -> 1.5
<*>Heat To Target 2 -> 1.5
[/LIST][/LIST]
[LIST]
<*>HE Cannon
[LIST]
<*>Weight 70 -> 60
[/LIST]
[/LIST]
[LIST]
<*>UML
[LIST]
<*>Damage 60 -> 40
<*>Speed 2500 -> 2400
<*>Heat 8 -> 6
<*>Cycle Time 1.0 -> 0.75
<*>Clip Size 7 -> 8
<*>Total Ammo Clips 7 -> 9
<*>Reload Time 3.8 -> 3.0
<*>Heat To Target 0.2 -> 0.1
<*>Explosion Radius 100 -> 450
<*>Explosion Force 50 -> 200
[/LIST]
[/LIST]
[LIST]
<*>Bio ML
[LIST]
<*>Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
-> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.
<*>Cycle Time 3.0 -> 1.2
<*>Clip Size 5 -> 2
<*>Total Ammo Clips 3 -> 9
[/LIST]
[/LIST]
[LIST]
<*>Salvo ML
[LIST]
<*>Icon Replaced
<*>Weight 70 -> 60
<*>Reload Time 8.4 -> 5.4
<*>Explosion Force 20 -> 50
[/LIST]
[/LIST]
[LIST]
<*>Salvo Guided ML
[LIST]
<*>Speed 1200 -> 1800
<*>Explosion Radius 110 -> 100
<*>Explosion Force 40 -> 50
[/LIST]
<*>Salvo Homing ML
[LIST]
<*>Explosion Radius 80 -> 100
<*>Explosion Force 30 -> 50
[/LIST]
[/LIST]
[LIST]
<*>GL
[LIST]
<*>Explosion Radius 250 -> 500
[/LIST]
[/LIST]
[LIST]
<*>Added Bio Cannon
[LIST]
<*>Size -> 3
<*>Cost -> 80
<*>Research -> Biological Projectile
<*>Damage -> 80
<*>Speed -> 2700
<*>Gravity -> 0.7
<*>Heat -> 30
<*>Weight -> 100
<*>Cycle Time -> 5
<*>Clip Size -> 20
<*>Projectile Spread -> 1
<*>Heat To Target -> 10
<*>Explosion Radius -> 450
<*>Explosion Force -> 100
<*>Player Bio Damage -> 5
<*>Player Bio Time -> 15
<*>Player Bio Interval -> 1
<*>Vehicle Bio Damage -> 10
<*>Vehicle Bio Time -> 15
<*>Vehicle Bio Interval -> 1
[/LIST]
[/LIST]
[LIST]
<*>Added Fast ML
[LIST]
<*>Size -> 1
<*>Cost -> 50
<*>Research -> [none needed]
<*>Damage -> 40
<*>Speed -> 2400
<*>Heat -> 9
<*>Weight -> 40
<*>Cycle Time -> 1.8
<*>Total Ammo Clips -> 5
<*>Reload Time -> 3
<*>Projectile Spread -> 0.5
<*>Heat To Target -> 0.1
<*>Explosion Radius -> 100
<*>Explosion Force -> 50
[/LIST]
[/LIST]
[LIST]
<*>Added Light Salvo ML
[LIST]
<*>Size -> 1
<*>Cost -> 30
<*>Research -> Salvo Missile Launcher
<*>Damage -> 40
<*>Speed -> 1800
<*>Heat -> 6
<*>Weight -> 20
<*>Cycle Time -> -0.1
<*>Total Ammo Clips -> 12
<*>Reload Time -> 5.8
<*>Projectile Spread -> 1.5
<*>Heat To Target -> 0.1
<*>Explosion Radius -> 100
<*>Explosion Force -> 50
[/LIST]
[/LIST]
[LIST]
<*>Added Double ML
[LIST]
<*>Size -> 2
<*>Cost -> 60
<*>Research -> Multi Missile Launcher (Electrical Engineering)
<*>Damage -> 40
<*>Speed -> 2400
<*>Heat -> 3
<*>Weight -> 70
<*>Cycle Time -> -0.1
<*>Clip Size -> 2
<*>Total Ammo Clips -> 36
<*>Reload Time -> 1.3
<*>Projectile Spread -> 0.5
<*>Heat To Target -> 0.1
<*>Explosion Radius -> 100
<*>Explosion Force -> 50
[/LIST]
<*>Added Triple ML
[LIST]
<*>Size -> 3
<*>Cost -> 80
<*>Research -> Multi Missile Launcher (Electrical Engineering)
<*>Damage -> 40
<*>Speed -> 2400
<*>Heat -> 3
<*>Weight -> 100
<*>Cycle Time -> -0.1
<*>Clip Size -> 3
<*>Total Ammo Clips -> 36
<*>Reload Time -> 1.2
<*>Projectile Spread -> 0.5
<*>Heat To Target -> 0.1
<*>Explosion Radius -> 100
<*>Explosion Force -> 50
[/LIST]
[/LIST]
[I]Vehicle Engines[/I]
[LIST]
<*>Antique Engine
[LIST]
<*>Name Antique -> Standard
<*>Description This old engine is slower and hotter than any other engine.
-> This is the standard engine with inferior properties.
[/LIST]
[/LIST]
[LIST]
<*>Gas Turbine Engine
[LIST]
<*>Cost (APC) 20 -> 40
<*>Cost (non-APC chassis) 30 -> 40
<*>Weight 10 -> 20
<*>Max Speed -> +3
<*>Horsepower (APC) 1000 -> 1050
<*>Horsepower (non-APC chassis) 2000 -> 2500
<*>Stall On Heat 0.8 -> 0.9
[/LIST]
[/LIST]
[LIST]
<*>Added Compact Engine
[LIST]
<*>Cost -> 10
<*>Weight -> 5
<*>Research -> Compact Engine (Electrical Engineering)
<*>Stall on Heat -> 0.8
<*>Heat Stall Penalty -> 0
<*>All other parameters similar to Biodiesel engine.
[/LIST]
[/LIST]
[I]Vehicle Armor[/I]
[LIST]
<*>Paper Armor
[LIST]
<*>Name Paper -> Plain
<*>Description A paper mache coating that offers inferior protection.
-> Plain armor offers inferior protection from damage.
[/LIST]
[/LIST]
[I]Vehicle Research[/I]
[LIST]
<*>Upgraded Missile Warhead 90 -> 60
<*>Budget Armor 120 -> 60
<*>Rail Gun 120 -> 90
<*>Advanced Semiconductor Research
[LIST]
<*>Parent -> Electrical Engineering
<*>Time -> 60
[/LIST]
<*>Multi Missile Launcher
[LIST]
<*>Parent -> Advanced Semiconductor Research
<*>Time -> 90
[/LIST]
<*>Compact Engine
[LIST]
<*>Parent -> Advanced Semiconductor Research
<*>Time -> 30
[/LIST]
[/LIST]
[I]Vehicle Chassis[/I]
[LIST]
<*>NF Jeep
[LIST]
<*>Reverted Handling to that of version 2.52.
[/LIST]
<*>NF Medium Tank
[LIST]
<*>skidallowed 1 -> 0
<*>Sliding Friction 0.2 -> 5
<*>Braking Friction 0.6 -> 5
[/LIST]
<*>NF Heavy Tank
[LIST]
<*>skidallowed 1 -> 0
<*>Sliding Friction 0.2 -> 5
<*>Braking Friction 0.6 -> 5
[/LIST]
<*>NF Arty Tank
[LIST]
<*>skidallowed 1 -> 0
<*>Sliding Friction 0.2 -> 5
<*>Braking Friction 0.6 -> 5
[/LIST]
<*>BE Medium Tank
[LIST]
<*>skidallowed 1 -> 0
<*>Sliding Friction 0.2 -> 5
<*>Braking Friction 0.6 -> 5
[/LIST]
<*>BE Heavy Tank
[LIST]
<*>skidallowed 1 -> 0
<*>Sliding Friction 0.2 -> 5
<*>Braking Friction 0.6 -> 5
[/LIST]
<*>BE Arty Tank
[LIST]
<*>skidallowed 1 -> 0
<*>Sliding Friction 0.2 -> 5
<*>Braking Friction 0.6 -> 5
[/LIST]
[/LIST]


The rest of the patch notes can be found on our forums: http://forums.empiresmod.com/showthread.php?p=493649

Empires 2.52.4 Released

A detailed explanation of these changes can be found here: http://forums.empiresmod.com/showpost.php?p=491113&postcount=2

Changelog:

[LIST]
<*>Players can now set their class while dead if they don't have one set already

<*>Players will now rejoin their previous team if they crash during a match (WIP)
[/LIST]

[I][B]Fixed[/B][/I]

[LIST]
<*>Fixed issues with armors being immune to most weapons and recent stability issues.

<*>Fixed tickets being off by one

<*>Fixed teamsound entity caching

<*>Fixed an issue with particles not fading from buildings

<*>Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51.
[/LIST]

[I][B]Script Changes[/B][/I]

[I]Vehicle Weapons[/I]

[LIST]
<*>HE MG

[LIST]
<*>Damage 12 -> 14

<*>Explosuion Radius 120 -> 200

<*>Explosion Force 50 -> 100
[/LIST]

<*>Guided Salvo ML

[LIST]
<*>Missile Range 4000 -> 5000

<*>Turning Ability 1.8 -> 6.0
[/LIST]
[/LIST]

[I]Vehicle Armor[/I]

[LIST]
<*>Composite Armor

[LIST]
<*>Regeneration 0.01 -> 0.0125
[/LIST]
[/LIST]

[I]Infantry Classes[/I]

[LIST]
<*>Rifleman

[LIST]
<*>Added Shotgun with 50% more starting ammo.
[/LIST]

<*>Engineer

[LIST]
<*>Removed Shotgun

<*>Added Pistol2/Shotty Pistol
[/LIST]

<*>Scout

[LIST]
<*>Added Pistol2/Shotty Pistol
[/LIST]

<*>All Classes

[LIST]
<*>Switched Pistol1 and Pistol2
[/LIST]
[/LIST]

[I]Infantry Weapons[/I]

[LIST]
<*>BE AR

[LIST]
<*>CycleTime 0.03 -> 0.06

<*>BurstCycleTime 0.31 -> 0.22

<*>Crouching & prone spread decreased.
[/LIST]

<*>NF HR

[LIST]
<*>Bullets 15 -> 10

<*>Spread edited to maintain pellet density at reduced pellet count.

<*>Crouching & prone spread decreased.
[/LIST]

<*>SMG2

[LIST]
<*>clip_size 35 -> 30

<*>Falloff base 0.9 -> 0.8

<*>Minimal Damage 15 -> 5

<*>Changed ammo counts to match SMG1.

<*>Spread is much tighter for the first five shots.
[/LIST]

<*>Shotgun

[LIST]
<*>Falloffbase 0.65 -> 0.60

<*>Jumping spread increased.
[/LIST]
[/LIST]


[I]Misc
[/I]
[LIST]
<*>Script Comments were edited in vehicle_engines.txt
[/LIST]

Empires 2.52.3 Released

A detailed explanation of the changes can be found here: http://forums.empiresmod.com/showpost.php?p=490145&postcount=2

Changelog:
[I][B]Changed[/B][/I]

[LIST]
<*>Armor Speed-To-Damage is now calculated multiplicatively such that the bonus is equal to base_damage*(1+speed_to_damage*speed) instead of base_damage+speed_to_damage*speed.
[/LIST]

[I][B]Fixed[/B][/I]

[LIST]
<*>Surface properties in some buildings.
[/LIST]

[B][I]Added [/I][/B]

[LIST]
<*>New impact sounds for dirt/sand, concrete, wood, glass and metal.
[/LIST]

[I][B]Script Changes[/B][/I]

[I]Vehicle Weapons[/I]

[LIST]
<*>Medium Chain Gun

[LIST]
<*>Heat 0.35 -> 0.45

<*>Falloff 1800 -> 1500
[/LIST]

<*>HE MG

[LIST]
<*>Damage 24 -> 12

<*>Heat 5 -> 2

<*>Cycle Time 0.5 -> 0.4

<*>Clip Size 40 -> 25

<*>Total Ammo Clips 4 -> 6

<*>Reload Time 10 -> 5

<*>Projectile Spread 0.01 -> 0.015
[/LIST]

<*>Standard ML

[LIST]
<*>Speed 1600 -> 1800
[/LIST]

<*>Bio ML

[LIST]
<*>Heat 6 -> 18
[/LIST]

<*>HIT Warhead

[LIST]
<*>Name -> Nuke

<*>HUD Name -> Nuke

<*>Description -> Nukes are hot, slow & heavy, but powerful against buildings.

<*>Heat 75 -> 85

<*>Clip Size 9 -> 10

<*>Reload Amount 3 -> 2
[/LIST]

<*>Salvo ML

[LIST]
<*>Research Upgraded Missile Warhead -> Salvo Missile Launcher
[/LIST]

<*>Improved Std CN

[LIST]
<*>Description -> An improved small caliber cannon that fires tank shells.
[/LIST]
[/LIST]

[I]Vehicle Armor[/I]

[LIST]
<*>Plain Armor

[LIST]
<*>Name -> Paper Armor

<*>Description -> A paper mache coating that offers inferior protection.
[/LIST]

<*>Absorbant Armor

[LIST]
<*>Speed To Damage -0.01 -> -0.0002
[/LIST]

<*>Composite Armor

[LIST]
<*>Speed To Damage -0.001 -> -0.00002
[/LIST]

<*>Titanium 6AL-4V

[LIST]
<*>Name -> Command Vehicle Armor
[/LIST]
[/LIST]

[I]Vehicle Engines[/I]

[LIST]
<*>Standard Engine

[LIST]
<*>Name -> Antique Engine

<*>Description -> This old engine is slower and hotter than any other engine.
[/LIST]

<*>3 Phase Engine

[LIST]
<*>Weight (APC & LT) 60 -> 40

<*>Stall On Heat (All) 0.7 -> 0.5
[/LIST]
[/LIST]

[I]Vehicle Chassis[/I]

[LIST]
<*>BE AFV

[LIST]
<*>Seat 1 Min Pitch 15 -> 20
[/LIST]

<*>BE APC

[LIST]
<*>Seat 1 Min Pitch 15 -> 20
[/LIST]

<*>BE Heavy Tank

[LIST]
<*>Seat 1 Min Pitch 8 -> 20
[/LIST]

<*>BE Medium Tank

[LIST]
<*>Seat 1 Min Pitch 5 -> 20
[/LIST]

<*>NF Heavy Tank

[LIST]
<*>Seat 1 Min Pitch 10 -> 20
[/LIST]

<*>NF Light Tank

[LIST]
<*>Seat 1 Min Pitch 8 -> 15
[/LIST]

<*>NF Medium Tank

[LIST]
<*>Seat 1 Min Pitch 8 -> 15
[/LIST]

[LIST]
<*>Seat 1 Min Pitch Rear 5 -> 15
[/LIST]
[/LIST]

[I]Vehicle Research[/I]


[LIST]
<*>Improv. Det. Comp. 30 -> 60

<*>Upg GL 60 -> 30

<*>HE Cannon 90 -> 60

<*>Improv. Warhead Comp. 90 -> 60

<*>Added Chemistry/Improved Warhead Compounds/Salvo Missile Launcher

[LIST]
<*>Salvo ML -> 60
[/LIST]

<*>Adv. Magnet Research 90 -> 60

<*>3 Phase 30 -> 60

<*>Tracking Systems 120 -> 60

<*>Homing ML 60 -> 90

<*>Guided ML 60 -> 90
[/LIST]

[I]Infantry Classes[/I]

[LIST]
<*>Rifleman

[LIST]
<*>Added Explosive Grenade to Slot 0 (Pistol)
[/LIST]
[/LIST]

[I]Infantry Weapons[/I]

[LIST]
<*>BE AR

[LIST]
<*>Damage 7 -> 14

<*>Bullets 3 -> 5

<*>CycleTime 0.05 -> 0.03

<*>Falloff 2500 -> 2000

<*>Falloffbase 0.90 -> 0.65

<*>MinimalDamage 2 -> 1

<*>Damage Head Modifier 1.6 -> 1.5

<*>Damage Arm/Leg Mod. 0.7 -> 1

<*>BurstCycleTime 0.4 -> 0.31

<*>Spread & kick edited substantially
[/LIST]

<*>BE HR

[LIST]
<*>Kick edited
[/LIST]

<*>NF HR

[LIST]
<*>Damage 15 -> 8

<*>Bullets 3 -> 15

<*>CycleTime 0.18 -> 0.24

<*>Falloff 2500 -> 2000

<*>Falloffbase 1 -> 0.65

<*>MinimalDamage 10 -> 1

<*>Damage Head Modifier 1.6 -> 1.5

<*>Damage Arm/Leg Mod. 0.7 -> 1

<*>clip_size 15 -> 12

<*>Spread & kick edited substantially
[/LIST]

<*>smg2

[LIST]
<*>Damage Head Modifier 1.4 -> 1.5

<*>Damage Arm/Leg Mod. 0.7 -> 1

<*>Spread & kick edited substantially
[/LIST]

<*>Shotgun

[LIST]
<*>Damage 12 -> 30

<*>Bullets 16 -> 32

<*>Falloffbase 0.9 -> 0.65

<*>Minimal Damage 9 -> 1

<*>Damage Head Modifier 1.6 -> 1.5

<*>Damage Arm/Leg Mod. 0.7 -> 1

<*>Spread & kick edited substantially
[/LIST]
[/LIST]

Empires 2.52.2 Released

This is a hotfix patch that fixes some issues with the previous release.

Changelog:

[B][I]Fixed[/I][/B]

[LIST]
<*>Fixed issue with engine indices that made it harder to build vehicles
<*>Fixed issue with vehicle weapons on maps with automatically built vehicles
<*>Fixed issue with the explosion particle on Improved Standard Cannon
[/LIST]

[B][I]Script Changes[/I][/B]

Vehicle Weapons

[LIST]
<*>Plasma Cannon

[LIST]
<*>Damage 100 -> 110

<*>Vehicle Bio Damage 2 -> 0

<*>Vehicle Bio Time 5 -> 0

<*>Vehicle Bio Interval 1 -> 0
[/LIST][/LIST]

Empires 2.52.1 Released

This release mixes up some of the infantry and vehicle balancing and introduces some things to be tested out.

[I][B]Added[/B][/I]


[LIST]
<*>Added emp_teamtext_pointentity and emp_teamsound_pointentity
<*>Added emp_filter_chassisname
[/LIST]

[I][B]Fixed[/B][/I]

[LIST]
<*>Fixed issue with stickybombs persisting
<*>Fixed an error causing @0 being printed instead of player coordinates in chat
[/LIST]


[B][I]Script Changes[/I][/B]

Armor:

[LIST]
<*>"Damage To Heat Absorbed" set to 0 on all armors except where noted.

<*>"Bioweapon Damage Modifier" set to 1 on all armors except where noted.

<*>Plain Armor -

[LIST]
<*>Replaced "mild" with "inferior" in the description.
[/LIST]

<*>Composite -

[LIST]
<*>Cost 25 -> 24

<*>Health 75 -> 80

<*>Regeneration 0.02 -> 0.01

<*>Speed To Damage Modifier 0 -> -0.001
[/LIST]

<*>Reactive -

[LIST]
<*>InfantryMissileResist -0.2 -> 0
[/LIST]

<*>Reflective -

[LIST]
<*>Weight 15 -> 18

<*>Cost 15 -> 18

<*>Health 70 -> 100
[/LIST]

<*>Regenerative -

[LIST]
<*>Health 55 -> 60

<*>Regeneration 0.08 -> 0.1
[/LIST]

<*>Absorbant -

[LIST]
<*>Replaced "armour" with "armor" in the description.

<*>Weight 10 -> 12

<*>Cost 5 -> 12

<*>Health 65 -> 60

<*>Speed To Damage Modifier -0.0075 -> -0.01

<*>Damage To Heat Absorbed -0.1 -> -0.3
[/LIST]

<*>Titanium 6AL-4V

[LIST]
<*>Regeneration 0 -> 0.004
[/LIST]

<*>Budget

[LIST]
<*>Description "Budget armor is light and cheap with no special traits."

<*>Weight 10

<*>Cost 5

<*>Research "Budget Armor"

<*>Health 60

<*>Regeneration 0

<*>Angle Modifier 0

<*>Speed To Damage Modifier 0

<*>Other parameters set similarly to existing armors.
[/LIST]
[/LIST]

Vehicle Weapons:

[LIST]
<*>"Reload Amount" set to 5 for all cannons except where noted.

<*>Medium Chain Gun -

[LIST]
<*>Damage 33 -> 30

<*>Heat 0.6 -> 0.35

<*>Cycle Time 0.4 -> 0.3

<*>Clip Size 150 -> 250

<*>Reload Time 8 -> 6

<*>Projectile Spread 0.02 -> 0.03
[/LIST]

<*>Plasma Machine Gun

[LIST]
<*>Damage 1 -> 4

<*>Heat 4 -> 2

<*>Total Ammo Clips 3 -> 4

<*>Reload Time 8 -> 3

<*>Projectile Spread 0.03 -> 0.04

<*>Heat To Target 5 -> 2
[/LIST]

<*>Improved Standard Cannon

[LIST]
<*>All traits similar to Standard Cannon except where noted.

<*>Size 1 -> 2

<*>Speed 3000 -> 3300

<*>Heat 10 -> 8
[/LIST]

<*>High Explosive Cannon

[LIST]
<*>Damage 65 -> 70

<*>Clip Size 24 -> 30

<*>Heat To Target 0.1 -> 6
[/LIST]

<*>Plasma Cannon

[LIST]
<*>Damage 110 -> 100

<*>Heat To Target 10 -> 20

<*>Vehicle Bio Damage 0 -> 2

<*>Vehicle Bio Time 0 -> 5

<*>Vehicle Bio Interval 0 -> 1
[/LIST]

<*>Rail Gun

[LIST]
<*>Heat 7 -> 6

<*>Clip Size 30 -> 60

<*>Heat To Target 0 -> 1
[/LIST]

<*>BioML

[LIST]
<*>Damage 50 -> 40
[/LIST]

<*>Salvo ML

[LIST]
<*>HUD Name "4x ML" -> "S/ML"

<*>Cost 55 -> 60

<*>Damage 35 -> 40

<*>Heat 4 -> 6

<*>Weight 50 -> 70

<*>Cycle Time -0.14 -> -0.1

<*>Clip Size 5 -> 6

<*>Total Ammo Clips 10 -> 12

<*>Reload Time 3.0 -> 8.4

<*>Projectile Spread 2.0 -> 1.5
[/LIST]

<*>Salvo Guided ML

[LIST]
<*>HUD Name "4x G/ML" -> "SG/ML"
[/LIST]

<*>Homing ML

[LIST]
<*>Damage 45 -> 40

<*>Speed 2500 -> 1800

<*>Heat 10 -> 9

<*>Cycle Time 1.0 -> 0.9

<*>Clip Size 6 -> 4

<*>Total Ammo Clips 6 -> 9

<*>Reload Time 6 -> 3

<*>Projectile Spread 1.0 -> 1.5

<*>Heat To Target 0.2 -> 0.1
[/LIST]

<*>Salvo Homing ML

[LIST]
<*>Damage 50 -> 40

<*>Speed 1200 -> 1800

<*>Heat 4 -> 9

<*>Weight 70 -> 100

<*>Cycle Time -0.14 -> -0.1

<*>Heat To Target 0.2 -> 0.1
[/LIST]

<*>GL

[LIST]
<*>Speed 800 -> 900

<*>Gravity 1.0 -> 0.9

<*>Heat 8 -> 12

<*>Cycle Time 3.0 -> 1.5

<*>Clip Size 8 -> 4

<*>Reload Time 10 -> 5

<*>Heat To Target 0.4 -> 1

<*>Explosion Force 100 -> 150
[/LIST]

<*>UGL

[LIST]
<*>Damage 110 -> 120

<*>Clip Size 8 -> 6

<*>Total Ammo Clips 3 -> 6

<*>Reload Time 12 -> 6

<*>Heat To Target 0.3 -> 1
[/LIST]
[/LIST]

Engines:

[LIST]
<*>Jeep Standard Engine

[LIST]
<*>Made similar to Jeep Gas Turbine Engine.
[/LIST]

<*>Disabled other Jeep Engines.

<*>Fission Engine (all chassis)

[LIST]
<*>Heat Output At Max -8 -> -7

<*>Heat Output At Idle 6 -> 5

<*>Heat Dissipation 6 -> 6

<*>Heat Stall Penalty 0 -> 0.05
[/LIST]

<*>3-Phase Engine (all chassis)

[LIST]
<*>Weight -> 60
[/LIST]
[/LIST]

Research:

[LIST]
<*>Advanced Machining 120 -> 60

<*>Gas Turbine 90 -> 60 under Advanced Machining

<*>Budget Armor -> 120 under Advanced Machining
[/LIST]

Chassis:

[LIST]
<*>NF Jeep Handling was temporarily edited.
[/LIST]

Classes:

[LIST]
<*>Scout Rifle disabled.

<*>Explosive Grenade disabled.

<*>Concussion Grenade disabled.

<*>Smoke Grenade disabled.

<*>Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier.
[/LIST]

Infantry Resists:

[INDENT]edited as follows[/INDENT]

[LIST]
<*>"MissileExplosiveResist" 55% for all classes.

<*>"InfantryMineResist" 40% for all classes.

<*>No additional scout resistances.

<*>No additional engineer resistances.

<*>10% resistances to everything else for rifleman.

<*>30% resistances to vehicle weapons and nothing else for grenadier.
[/LIST]

Infantry Weapons:

[LIST]
<*>BEAR

[LIST]
<*>Changed to 3-shot burst

<*>Spread & kick edited similarly to when BEAR was a burst weapon.
[/LIST]

<*>NFHR

[LIST]
<*>Damage 40 -> 15

<*>Bullets 1 -> 3

<*>Minimum Damage 30 -> 10
[/LIST]
[/LIST]

Empires Custom Map Pick-Up Game (PUG) on October 11, 2000 BST / 2100 CEST / 1500 EDT / 1200 PDT

What's a Pick-Up Game?


The Empires Community regularly organizes Pick-Up Games, also known as PUGs. Empires rounds played during these events tend to be more organized in planning and teamwork than usual. Space is limited, so be sure to enroll in time!

Focus on custom maps


This PUG will focus on custom maps. Be sure to download the custom maps here, here and here.

Details and comments


For more details on the PUG, as well as the starting time in your local time, see this thread.

Empires 2.52 Released

This is a balance release that mainly touches upon script issues and gameplay balances.

Changelog:
[B][I]Fixed:[/I][/B]
[LIST]
<*>Fixed some refinery placement issues (in particular, the mid ref on emp_cyclopean)
<*>Fixed some exploits involving stickies
<*>Fixed infantry not taking bio damage
<*>Fixed another looping MG bug
[/LIST]

[B][I]Modified[/I][/B]
[LIST]
<*>emp_eastborough updated
<*>Concs now set the screen to light grey instead of blinding white
[/LIST]

[B][I]Vehicle Scripts[/I][/B]
Armour:
[LIST]
<*>Composite - Weight 10 -> 12
<*>Absorbant - Weight 12 -> 10
[/LIST]

Weapons:
[LIST]
<*>HIT ML - Cycle Time 10 -> 12, Reload Time 12 -> 0, Total Ammo Clips 3 -> 0, Clip Size 3 -> 9, Reload Amount N/A -> 3
<*>Guided ML - Name "Guided ML" -> "Salvo Guided ML", Damage 70 -> 40, Cycle Time 1 -> -0.1, Reload Time 6 -> 8.5, Heat 7-> 6, Slots 2 -> 3, Total Ammo Clips 4 -> 9, Projectile Spread 1 -> 4.5, Heat To Target 0.2 -> 0.1, Weight 70 -> 100, Cost 75 -> 85
<*>Plasma Cannon - Damage 55 -> 110, Cycle time 1.5 -> 3, Gravity .425 -> .4125, Speed 2700 -> 3000, Projectile Spread 1.5 -> 1, Slots 2 ->3, Weight 70 -> 100, Cost 70 -> 80

[/LIST]

Research:

  • Composite Armor research time doubled.


[B][I]Infantry Scripts[/I][/B]

[LIST]
<*>All classes' nuke resistance increased from 30-50% to 55%.
<*>BE SMG melee fixed.
[/LIST]

Empires 2.51 Released!

After a bit of a wait, 2.51 is ready. This release is mainly bugfixes and balance changes, but some of the bugs are pretty major and have afflicted the game for a long time, so it's pretty major that we've finally managed to track them down (collisions!). The GUI overhaul is on the horizon, so until then, enjoy Empires 2.51.

Changelog:

Added:
New briefing for emp_midbridge
New flagpole models and flags in modles/props/flagpole
New shotgun sounds for shotguns
New death sounds
New looped sounds for all standard non-specialized MGs
New Explosion sounds for most Vehicle cannons (larger variety of explosions)
Updated and expanded Vehicle cannon sounds

Fixed:
Reviving suicided players no longer gives a point
Fixed the game killing players when jumping into the side of a building
Fixed the NF camera/radar models being used for the BE engineers' previews
Fixed the binocular zoom exploit
Fixed collisions
Fixed the shotgun exploit
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
emp_sv_wait_phase_time now properly updates dynamically
Fixed players being able to launch slow RPG's
Fixed certain instances of bouncing mortars
Fixed circumventing emp_forceautoassign by using jointeam in console
Fixed a rapid wall recycle exploit
Fixed commanderless maps having their wait time start at map load
Fixed engineers not getting rank bonuses
Fixed sprays not working for some players
Fixed the game saying "Press Attack to Spawn" while out of reinforcements
Fixed view offset issues while spectating in first-person
Fixed reflective issues on emp_chain and emp_bush
Fixed holes in glycencity
Fixed shotgun not being selected by default when spawning

Modified
Bio weapons no longer remove stamina from infantry
Engineers now receive rank bonuses the moment they rank up
Mines now check if they're floating and fall if they are
Changed vehicle MG's to support looping sound files
Changed the starting music to the BF1942 version
Updated emp_money for HDR lighting and to fix an exploit
Major visual update for emp_canyon
Optimized emp_cyclopean
Added more maps to the default mapcycle
Slowed down the BE shotgun's melee speed

Vehicle Scripts
Armour:
Reflective - HP 65 -> 70
Absorbant - HP 60 -> 65

Engines:
3phase - Heat production while moving 3 -> 4

Weapons:
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
BioMG - Reload time 5 -> 10
Std ML - Damage 50 -> 40
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
Guided ML - Damage 60 -> 70

Chassis:
BE Jeep - Cost 35 -> 20
NF Jeep - Cost 50 -> 25

Infantry Scripts
BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
BE/NF Shotgun - Cycle time 1.0 -> 0.7
NFHR - Damage 35 -> 40

Empires 2.5 RC1/2/3/4 released!

Empires 2.5 RC1 has been released, whilst there are still some minor bugs (primarily associated with spectating) it has been decided to update the game to provide an immediate resolution to all known launch problems.

This interim release contains several bug fixes, balance changes and some commonly requested features, a full list of which can be seen below. Note that the latest Release Candidate can be seen at the top of the list, with the older versions below it.

RC4 Changelog


[B]Added:[/B]

+ Added "mp_falldamage_amount", the amount of health lost from falling if mp_falldamage is set to 0
+ Added a new command, "emp_eng_remove_walls", which will recycle all of an engineer's walls
+ Added briefing for emp_urbanchaos
+ Added new default server.cfg. This features many improvements over the old one.

[B]Fixed:[/B]

* (RC3) Missing shotgun GUI icon when getting ammo from ammo box
* (RC3) Missing shotgun kill icons
* Several exploits on emp_slaughtered resolved.
* Bio damage over time would prevent repair pads from repairing your tank
* Another crash bug.
* Some map briefing fixes
* Fixed shiny pipes in sewers of district.
* Resolved several console errors.

[B]Modified:[/B]

/ Added 4 additional pellets to shotgun shells
/ New version of emp_chain. (Better lighting, several buildings improved and other minor changes)
/ New version of emp_bush. (Minor optimisations and slightly less intense HDR)
/ Reduced health of jeeps (200->150)
/ Reduced cost of jeeps by 10 resources for both teams


RC3 Changelog

[B]Added:[/B]

+ Added shotguns as a weapon for the scout class.
+ Readded quick start guide to game menus.
+ Added a variety of error messages to allow users to see the reason that is preventing them from spawning.
+ Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :))
+ Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations.

[B]Fixed:[/B]

* Players previously had to reselect spawn point if attempting to spawn whilst it was blocked.
* Exploit that allowed players to block spawnpoints.
* Drivers and passengers now exit on the correct side of the BE jeep.
* BE APC had missing snow camouflage on its turret.
* Fixed "Failed to find next rank title" error in console
* (RC1) Black panel partially covering scoreboard.

[B]Modified:[/B]

/ Players on the same team no longer collide.
/ Building smoke has been moved to better places.
/ Some modifications to crate models.
/ Moved props around in BE barracks to more accurately reflect the collision model.
/ Spawn error messages no longer disappear until the error is resolved.
/ Experimental base swap feature reactivated.

[B]Script Changes: (RC 3.5)[/B]

/Engineer: Now has Shotgun
/Rifleman: Now has Ranged Rifle
/All Sidearms: Melee Damage 50 -> 40
/All Primaries (with melee): Melee Damage 50 -> 70
/Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it.
/BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60
/NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80
/NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60
/Shotgun Pistol: Damage 12 -> 10
/Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else.


RC2 Changelog

Added:

+ Empires specific tray icon when game is minimised.
+ Set up a default Gameconfig.txt file for using editing tools.
+ Map briefing for emp_chain

Fixed:

* Exploit that allowed a commander to suicide and be revived at the place he died.
* Ocassional crash / popup stating that an assert has been raised should be resolved.
* "The word "selection" in the upper left of the Team Selection panel was cut off"
* Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu).

Modified:

/ Increasing tickets on emp_arid by 50%
/ More suitable configuration for new players (increased rate to remove lag in highly populated servers)


RC1 Changelog

Added:

+ Ported to Source 2013 Engine (All launch problems resolved).
+ Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed).
+ Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type).
+ Doing a melee attack whilst playing as infantry will interrupt reloading.
+ Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle).
+ Vehicle canons will now quickly reload whilst close to an ammo box/armoury/repair pad.
+ Vehicle and armour damage gradually changes colour depending on damage levels.
+ More controls have been bound by default for new players.
+ New names and descriptions for infantry weapons.
+ New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle).


Fixed:

* Fission Engine overheat bug.
* Fixed some incorrect skill descriptions.
* Fixed missing bushes on emp_midbridge.
* emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start).

Modified:

/ Updated Empires quickstart guide and manual.
/ Changed default scout skill from hide to enhanced senses to promote teamplay.
/ Changed resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%)
/ Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration.


Script Changes:

/ Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS*

[U]Vehicle Armour:[/U]

/ Absorbant Armour: Cost 10 -> 5
/ Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75
/ Regenerative Armour: Regeneration 0.1 -> 0.08

[U]Vehicle Engines:[/U]

/ 3phase Engine:
Meds: Max Speed 50 -> 45
Heavies/Artillery: Max Speed 45 -> 40
All Vehicles: Passive Heat output while moving 2 -> 3

/ Fission Engine:
Fixed overheat bug

/ Gas Turbine Engine:
Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines."

[U]Vehicle Weapons:
[/U]

/ STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5
/ CG: Damage 19 -> 22, Weight 60 -> 50
/ MCG: Damage 29 -> 33
/ HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40
/ Standard Canon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4
/ Extended Range Canon: Inertia 1.0 -> 0.5
/ High Explosive Canon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0
/ STD ML: Damage 40 -> 50
/ UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7
/ BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30
/ Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5
/ Guided ML: Damage 50 -> 60
/ Salvo Homing: Damage 43 -> 50
/ UGL: Clip Size 12 -> 8

[U]Vehicle Chassis:[/U]

/ APC Base Cost: 50 -> 20
/ APC Base Weight: 30 -> 10
/ LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30
/ LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10
/ AFV: Base Cost 150 -> 100
/ LT: Base Cost 200 -> 150
/ NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200
/ NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800

Empires 2.41 Released!

Empires 2.41 has been released!

Following up the success of 2.4, we're proud to present our latest patch, 2.41. 2.41 is a smaller release mainly consisting of balance improvements and bugfixes, however, does manage to fit in a few extra features, as well as a continuation of our map overhaul project, with the final improved version of the Veteran favourite Slaughtered making an appearance, as well as the latest version of Crossroads, which has undergone extensive redesigning, not to mention a good amount of beautification.

As with our last patch, I have to remind you all that with Team Fortress 2 being Free to Play, Empires is totally free for everyone, with no prior source games required!

Key Empires v2.41 features:

Crossroads has been improved even further! Now with improved textures and new infantry paths.
Infantry weapon rebalancing for the Pistols, Brenodi Rifles and Northern Faction Heavy Rifle
Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip)
Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu, same for general and class specific skills in the skill menu
An improved news panel, allowing us to reach players with information, blogs and update news. We plan to use this to inform players of special events, such as tournaments.

We have also fixed the "SteamMountAppID" error which prevented a large proportion of the player base from playing Empires.

You can view the full changelog here:
http://forums.empiresmod.com/showthread.php?t=17505

I look forward to seeing you all ingame.