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  3. Empires 2.31.2 Released!

Empires 2.31.2 Released!

We're happy to announce version 2.31.2 which is live on Steam right now. Changelog below and also on our website:

Come join us on Discord!

Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, empiresmod.com

Changelog:
[h2]Features[/h2]
  • Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).
    • Also increased their scale very slightly as of last patch.
[h2]Bug fixes[/h2]
  • Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))
  • Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn’t increase bullet spread.
  • Fixed vehicle preset ordering to fix issues with commander interface dropdowns.
  • Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script’s attenuation definition.
    • Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)
[h2]Script/Game Balance[/h2][h3]Vehicle Armors[/h3]
  • Composite
    • Increased Cost from 30 to 40.
[h3]Vehicle Weapons[/h3]

  • Machine Guns
    • Standard Machine Gun
      • Decreased Heat from 1 to 0.8
      • Increased Reload Time from 3.5 to 4
    • .50cal Machine Gun
      • Decreased Heat from 0.8 to 0.6
      • Decreased Weight from 50 to 45
      • Increased Clip Size from 70 to 80
      • Increased Total Ammo Clip from 4 to 5
      • Increased Reload Time from 6.8 to 7
      • Decreased Projectile Spread from 0.013 to 0.01
    • .50cal Heavy Machine Gun
      • Decreased Cost from 95 to 90
      • Decreased Damage from 23 to 20
      • Decreased Cycle Time from 0.06 to 0.045
      • Increased Clip Size from 110 to 120
      • Increased Total Ammo Clips from 4 to 6
      • Increased Reload Time from 7.5 to 9
      • Decreased Projectile Spread from 0.013 to 0.008
    • Chain Gun
      • Decreased Damage from 14 to 13
      • Increased Heat from 0.35 to 0.7
      • Decreased Weight from 50 to 40
      • Increased Cycle Time from 0.04 to 0.06
      • Decreased Clip Size from 125 to 100
      • Increased Total Ammo Clips from 3 to 4
    • Medium Chain Gun
      • Decreased Cost from 70 to 60
      • Increased Heat from 0.45 to 0.7
      • Decreased Weight from 65 to 50
      • Increased Cycle Time from 0.035 to 0.045
      • Decreased Clip Size from 175 to 150
      • Increased Total Ammo Clips from 3 to 5
      • Decreased Projectile Spread from 0.03 to 0.0275

  • Cannons
    • Standard Cannon
      • Reduced Heat from 10 to 9
    • Ranged Cannon
      • Decreased Cost from 85 to 80
    • High-Explosive Cannon
      • Decreased Cost from 80 to 70
      • Decreased Gravity from 0.4125 to 0.4
      • Increased Weight from 60 to 70
    • Plasma Cannon
      • Decreased Cost from 130 to 110
      • Decreased Gravity from 0.4 to 0.35
      • Railgun
      • Decreased Cost from 160 to 120
    • Biological Cannon
      • Decreased Cost from 130 to 100
      • Decreased Gravity from 0.37 to 0.35
      • Decreased Projectile Spread from 1 to 0.5
      • Decreased Explosion Radius from 200 to 150
      • Increased Vehicle Bio Time from 4.25 to 5
      • Increased Vehicle Bio Interval from 0.4 to 0.5
      • Increased Infantry Bio Damage from 3 to 4
      • Decreased Infantry Bio Time from 7 to 5
      • Decreased Infantry Bio Interval from 1 to 0.5

  • Missiles Launchers
    • Standard Missile Launcher
      • Increased Weight from 30 to 40
      • Decreased Cycle Time from 1.2 to 1.1
    • Upgraded Missile Launcher
      • Decreased Heat from 8 to 6.5
      • Increased Explosion Radius from 100 to 150
    • Biological Missile Launcher
      • Increased Heat from 6 to 12
    • Nuclear Missile Launcher
      • Increased Cost from 140 to 200
    • Guided Missile Launcher
      • Increased Heat from 7.5 to 9
    • Homing Missile Launcher
      • Decreased Cost from 140 to 100
      • Increased Damage from 55 to 60
      • Decreased Lock Range Modifier from 0.00029 to 0.0002– This means it increases the time it takes to lock onto a target by 0.2s by 1000 units

  • Grenade Launchers
    • Biological Grenade Launcher
      • Decreased Cost from 60 to 50
      • Increased Weight from 40 to 50
      • Increased Damage from 30 to 40
      • Decreased Cycle Time from 2.5 to 2
      • Decreased Heat from 14 to 13
      • Increased Total Ammo Clips from 4 to 5
      • Decreased Grenade Timer from 6 to 3
      • Increased Player Bio Damage from 10/s for 3s to 10/s for 4s
      • Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s
[h3]Vehicle Engines[/h3]
  • Bio Diesel
    • All Chassis
      • Decreased Heat At Max from 1 to 0
[h3]Research[/h3]
  • High Caliber Rounds (.50cal)
    • Moved from Projectile Physics to Electrical Engineering
    • Increased Cost from 180 to 240
    • Increased time from 45 to 60
  • Advanced Machining
    • Increased Cost from 360 to 600
    • Increased Time from 90 to 120
  • Composite Armored
    • Increased Cost from 480 to 600
  • Gas Turbine
    • Increased Cost from 360 to 450
[h3]Chassis[/h3]
  • Armored Fighting Vehicle
    • Increased Available Weight from 320 to 330