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Empires 2.39.2 Released!

[p]We're happy to announce version 2.39.2 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

[/p]
Changelog:
[h2]Features[/h2]
  • [p]Further adjustments to the visibility system introduced in 2.39.0:[/p]
    • [p]Optimized functionality of the visibility manager game system.[/p]
      • [p]Implemented a console variable on the server to control the update rate of the visibility manager processing. emp_sv_vis_manager_update_interval - This is in seconds and the default value is 0.01 (update per frame if running at 100 tickrate).[/p]
      • [p]Various improvements to speed of processing, reducing the processing of detectable components where possible.[/p]
  • [p]Remaining vehicle carcass recycle amounts are now shown on the full screen mini-map (default key bind = M).[/p]
    • [p]This may be subject to change or be removed but this has been added for testing purposes. It may be disabled by default in a future update, with an option to enable it in the multiplayer options menu.[/p]
[h2]Bugfixes[/h2]
  • [p]Speculative fix to prevent spotting diamonds appearing on the HUD where they shouldn’t.[/p]
[h2]Script/Game Balance[/h2][h3]Infantry[/h3][p]Weapons[/p][p]Increased ammo reserves after reviewing & testing the recent changes in 2.39.1.[/p][p]Engineer:[/p]
  • [p]Increased reserve ammo from 2 clips per weapon to 3 for most weapons.[/p]
    • [p]Shotgun ammo increased from 16 to 18[/p]
    • [p]SMG1 ammo increased from 70 to 105[/p]
    • [p]SMG2 ammo increased from 80 to 120[/p]
    • [p]Machine Pistol ammo increased from 30 to 45[/p]
    • [p]Pistol 1 ammo increased from 28 to 36[/p]
    • [p]BE Pistol 2 ammo increased from 14 to 21[/p]
    • [p]NF Shotgun Pistol ammo remains at 8[/p]
[p]Grenadier:[/p]
  • [p]No changes to reserve ammo values.[/p]
[p]Rifleman:[/p]
  • [p]Increased reserve ammo from 3 clips per weapon to 4 for most weapons. 1 extra seismic grenade.[/p]
    • [p]NF Assault Rifle ammo increased from 120 to 150 (5 clips)[/p]
    • [p]Burst Rifle ammo increased from 120 to 150 (5 clips)[/p]
    • [p]BE Heavy Rifle ammo increased from 120 to 160[/p]
    • [p]Machine Pistol ammo increased from 45 to 60[/p]
    • [p]Pistol 1 ammo increased from 36 to 48[/p]
    • [p]BE Pistol 2 ammo increased from 21 to 28[/p]
    • [p]Seismic Grenade ammo increased from 3 to 4[/p]
[p]Scout:[/p]
  • [p]Increased reserve ammo from 3 clips per weapon to 4 for most weapons.[/p]
    • [p]SMG2 ammo increased from 120 to 160[/p]
    • [p]SMG3 ammo increased from 42 to 56[/p]
    • [p]Machine Pistol ammo increased from 45 to 60[/p]
    • [p]Pistol 1 ammo increased from 36 to 48[/p]
    • [p]BE Pistol 2 ammo increased from 21 to 28[/p]

Empires 2.39.1 Released!

[p]We're happy to announce version 2.39.1 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

[/p]
Changelog:
[h2]Features[/h2]
  • [p]Further adjustments to the visibility system introduced in 2.39.0:[/p]
    • [p]Commander visibility tweak: Commanders can now see entities within 5000 units of any friendly player, regardless of spotting status. (Also fixes an issue that caused some entities to be hidden from the commander.)[/p]
    • [p]Dead player visibility restored: Visibility for dead players has been reverted to the previous behavior, allowing them to see nearby entities. Entities that are visible only to the dead player are not shared to teammates.[/p]
    • [p]The mini-map is now disabled for the unassigned team.[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed vehicle damage hit-ticks not displaying.[/p]
[h2]Script/Game Balance[/h2][h3]Infantry[/h3]
  • [p]Damage resistance against biological damage over time effects have been removed.[/p]
    • [p]Grenadier reduced from 0.1 to 0[/p]
    • [p]Rifleman reduced from 0.05 to 0[/p]
    • [p]Scout reduced from 0.1 to 0[/p]
[p]Weapons[/p][p]Rebalanced ammo capacities across all classes to better reflect their combat roles.[/p][p]Scout: Receives additional reserve ammo for extended combat longevity, allowing for sustained engagements while maintaining mobility.[/p]
  • [p]SMG2 ammo decreased from 200 to 120[/p]
  • [p]SMG3 ammo decreased from 60 to 42[/p]
  • [p]BE Pistol 2 ammo decreased from 28 to 21[/p]
  • [p]NF Shotgun Pistol ammo decreased from 12 to 10[/p]
  • [p]Machine Pistol ammo decreased from 72 to 45[/p]
[p]Rifleman: Receives additional reserve ammo for fighting longevity, befitting their role as the primary combat class.[/p]
  • [p]BE Heavy Rifle ammo decreased from 160 to 120[/p]
  • [p]BE Pistol 2 ammo decreased from 28 to 21[/p]
  • [p]NF Shotgun Pistol ammo decreased from 12 to 10[/p]
  • [p]Machine Pistol ammo decreased from 72 to 45[/p]
  • [p]Seismic Grenade ammo decreased from 5 to 3[/p]
[p]Grenadier: Receives extra pistol ammo as it’s their only ballistic weapon choice, compensating for their focus on explosive ordnance.[/p]
  • [p]Pistol 1 ammo decreased from 72 to 60[/p]
  • [p]BE Pistol 2 ammo decreased from 56 to 35[/p]
  • [p]NF Shotgun Pistol ammo increased from 12 to 14[/p]
  • [p]Machine Pistol ammo increased from 72 to 75[/p]
[p]Engineer: Receives less reserve ammo as they carry ammo crates and can resupply themselves and teammates, reducing the need for large starting reserves.[/p]
  • [p]SMG1 ammo decreased from 140 to 70[/p]
  • [p]SMG2 ammo decreased from 160 to 80[/p]
  • [p]SMG3 ammo decreased from 48 to 28[/p]
  • [p]Pistol 1 ammo decreased from 36 to 28[/p]
  • [p]BE Pistol 2 ammo decreased from 28 to 14[/p]
  • [p]NF Shotgun Pistol ammo decreased from 12 to 8[/p]
  • [p]Shotgun ammo decreased from 24 to 16[/p]
  • [p]Machine Pistol ammo decreased from 54 to 30[/p]
[h3]Vehicle[/h3][p]Weapons[/p]
  • [p]Railgun[/p]
    • [p]Armor penetration damage reduced from 20% to 15%.[/p]

Empires 2.39.0 Released!

[p]We're happy to announce version 2.39.0 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

[/p]
Changelog:
[h2]Features[/h2]
  • [p]Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).[/p]
  • [p]Updated the resource income display on the HUD and mini-map:[/p]
    • [p]Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).[/p]
    • [p]Decimal places are hidden entirely if the value is a whole number.[/p]
    • [p]Slightly increased the width of the top-right HUD panel to accommodate the extra digits.[/p]
    • [p]Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.[/p]
[p][/p][h2]Bugfixes[/h2]
  • [p]Fixed a server crash relating to the command vehicle being unexpectedly removed.[/p]
  • [p]Fixed a server crash relating to maps that spawn buildings without an initial team being set.[/p]
  • [p]Fixed a bug with capture points awarding victory to the incorrect team.[/p]
  • [p]Fixed a problem with ablative armor’s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.[/p]
  • [p]Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.[/p]
[p][/p][h2]Script/Game Balance[/h2][h3]Infantry Weapons[/h3]
  • [p]SMG3 (NF Heavy Carbine)[/p]
    • [p]Damage reduced from 32 to 30[/p]
    • [p]Minimal Damage reduced from 18 to 14[/p]
    • [p]FalloffEnd reduced from 10000 to 5000[/p]
    • [p]Clip Size increased from 12 to 14[/p]
    • [p]Reduced overall accuracy[/p]
[h3]Vehicle Armors[/h3]
  • [p]Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.[/p]
  • [p]Regenerative[/p]
    • [p]Increased Regeneration from 3/s to 4/s[/p]
  • [p]Absorbant[/p]
    • [p]Increased Speed to Damage Reduction from -0.00007 to -0.0001[/p]
  • [p]Capacitive[/p]
    • [p]Reduced Damage to Heat from 0.05 to 0.02[/p]
    • [p]Reduced Speed to Damage Modifier from 0.000035 to 0 Ablative[/p]
    • [p]Increased Damage to Heat from 0 to 0.01[/p]
      • [p]This is something all armors have, it was forgotten until now[/p]
  • [p]Deflective[/p]
    • [p]Reduced Angle Modifier Damage Reduction from 1 to 0.8[/p]
[h3]Vehicle Engines[/h3]
  • [p]Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.[/p]
    • [p]This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)[/p]
  • [p]Fission[/p]
    • [p]Reduced Heat at Max from -4 to -3[/p]
  • [p]Bio Diesel[/p]
    • [p]Increased Cooling by 0.25[/p]
  • [p]3 Phase[/p]
    • [p]Reduced Heat Output at Max from 4 to 3[/p]
[h3]Vehicle Weapons[/h3]
  • [p]Nuclear Warhead[/p]
    • [p]Increased Weight from 150 to 180[/p]
    • [p]Increased Heat from 75 to 100[/p]
  • [p]Railgun[/p]
    • [p]Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)[/p]
  • [p]Salvo Homing Missiles[/p]
    • [p]Heat from 5 to 4[/p]
[p][/p][h2]Other changes[/h2]
  • [p]Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).[/p]
  • [p]Reduced the rate at which the repair station repairs the armor and hull of command vehicles.[/p]
    • [p]Reduced Repair Station Repair (Hull) from 75 to 5[/p]
    • [p]Reduced Repair Station Repair (Armor) from 0.25 to 0.025[/p]

Empires 2.38.3 Released!

[p]We're happy to announce version 2.38.3 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

[/p]
Changelog:
[h2]Bugfixes[/h2]
  • [p]Added a number of safety measures in the game’s codebase to try to resolve a server crash introduced in 2.38.1[/p]
  • [p]Changed emp_sv_player_refinery_multiplier to allow input values of 0 to disable this functionality entirely.[/p]
[h2]Script/Game Balance[/h2][h3]Infantry Weapons[/h3]
  • [p]NF Heavy Carbine[/p]
    • [p]Increased spread for all player stances. This was too accurate overall, but mostly when prone[/p]
[h3]Vehicle Armors[/h3]
  • [p]Pykrete Armor has been renamed to Ablative Armor[/p]
  • [p]Ablative Armor[/p]
    • [p]Reduced Regeneration at low heat from 2/s to 1/s[/p]
    • [p]Reduced Regeneration at medium heat from 1/s to 0[/p]
    • [p]Increased Melting (negative regeneration) at high heat from 0 to -0.5/s[/p]
[h3]Vehicle Engines[/h3]
  • [p]Fission Reactor[/p]
    • [p]Reduced Cooling at Max by 1 for all chassis[/p]
[h3]Research[/h3]
  • [p]Superheat Material Physics[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]Increased Time from 90 to 120[/p]
    • [p]With these changes the total cost is increased from 360 to 600[/p]
  • [p]Plasma Tipped Rounds[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]Increased Time from 60 to 90[/p]
    • [p]With these changes the total cost is increased from 250 to 450[/p]
  • [p]Depleted Uranium[/p]
    • [p]Increased Time from 45 to 60[/p]
    • [p]With this change the total cost is increased from 180 to 240[/p]
  • [p]Nuclear Warhead[/p]
    • [p]Increased Cost (per second) from 5 to 6[/p]
    • [p]Increased Time from 240 to 300[/p]
    • [p]With these changes the total cost is increased from 1200 to 1800[/p]
  • [p]Improved Flagration Compounds[/p]
    • [p]Reduced Time from 45 to 30[/p]
    • [p]With this change the total cost is reduced from 90 to 60[/p]
  • [p]Explosive Tipped Bullets[/p]
    • [p]Increased Time from 45 to 60[/p]
    • [p]With this change the total cost is increased from 180 to 240[/p]
  • [p]Upgraded Chassis[/p]
    • [p]Increased Time from 200 to 300[/p]
    • [p]With these changes the total cost is increased from 600 to 900[/p]
  • [p]Artillery Tank Chassis[/p]
    • [p]Increased Time from 150 to 180[/p]
    • [p]With these changes the total cost is increased from 750 to 900[/p]
  • [p]Advanced Chassis[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]With this change the total cost is increased from 1200 to 1500[/p]
  • [p]Heavy Tank Chassis[/p]
    • [p]Increased Cost (per second) from 5 to 6[/p]
    • [p]Increased Time from 200 to 300[/p]
    • [p]With these changes the total cost is increased from 1000 to 1800[/p]
  • [p]Advanced Machining[/p]
    • [p]Increased Cost (per second) from 4 to 3[/p]
    • [p]Increased Time from 150 to 180[/p]
    • [p]With these changes the total cost is increased from 600 to 540[/p]
  • [p]Gas Turbine[/p]
    • [p]Increased Time from 90 to 120[/p]
    • [p]With this change the total cost is increased from 360 to 480[/p]
  • [p]Railgun[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]Increased Time from 90 to 120[/p]
    • [p]With these changes the total cost is increased from 360 to 600[/p]
  • [p]Salvo Homing Missile Launcher[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]Increased Time from 90 to 120[/p]
    • [p]With these changes the total cost is increased from 360 to 600[/p]
  • [p]TOW Guided Missile Launcher[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]Increased Time from 90 to 120[/p]
    • [p]With these changes the total cost is increased from 360 to 600[/p]
  • [p]Biological Machine Gun[/p]
    • [p]Increased Time from 45 to 60[/p]
    • [p]With this change the total cost is increased from 180 to 240[/p]
  • [p]Biological Cannon[/p]
    • [p]Increased Cost (per second) from 4 to 5[/p]
    • [p]With this change the total cost is increased from 480 to 600[/p]

Empires 2.38.2 Released!

[p]We're happy to announce version 2.38.2 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

[/p]
Changelog:
[h2]Bugfixes[/h2]
  • [p]Fixed a number of bugs introduced in 2.38.1:[/p]
    • [p]Fixed some issues with visibility of entities when using the commander interface. Most notably, buildings that were not fully built and vehicles were not visible when they should have been.[/p]
    • [p]Fixed a bug that prevented team participation score being processed correctly. The following were not working correctly:[/p]
      • [p]Commander score bonus.[/p]
      • [p]Squad participation bonus.[/p]
      • [p]Squad leader bonus.[/p]
    • [p]Fixed an issue causing vehicle carcasses to be displayed on the mini-map.[/p]
    • [p]Fixed an issue where Brenodi reinforcements weren’t being set correctly by map inputs on emp_info_params. (It was using the NF setting for both teams.)[/p]
    • [p]Fixed a bug in GetBuildingCount() function in code, it was only able to return a count of team radars, regardless of input parameters.[/p]
  • [p]Fixed an issue where the radar & engineer radar were trying to spot dead vehicles.[/p]
  • [p]Fixed an issue where recycling the radar wasn’t pausing the radar functionality of the building. (Changed to match all other buildings.)[/p]
  • [p]Fixed some potential issues in the ray cast detection used when reviving players. These are used to attempt to put the player on the ground and avoid putting the player inside terrain.[/p]
    • [p]Added additional safety checks to ensure additional ray casts weren’t used if the initial cast failed.[/p]
  • [p]Added a small delay to unstuck functionality if stuck inside building geometry, rather than attempting to get the player unstuck every frame if attempts failed.[/p]