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Empires News

2.14.3 Released

Hi everyone.

So we're happy to announce the release a new version of Empires. This version brings a lot of fixes and important security updates to Empires, as well as script changes across most of the weapons to correct their damage after fixing the min/max damage issue.

Features
  • Added cvar to control vehicle carcass fade-out time.
  • Tank projectiles should now be predicted, so hopefully tanks stop hitting themselves.
  • GUI tweaks
  • More translatable texts
  • Added tank weapon filter entity (emp_filter_activator_weaponname)
  • Added client side predicted shells for mortar and tanks.


Bugfixes
  • Fixed a crash involving turrets with no cannon.
  • Fixed an issue with the commander warning HUD not hiding.
  • Fixed a client-side crash relating to detail objects hiding under buildings.
  • Fixed a crash related to commander building placement.
  • Fixed an issue with all machine gun weapons using the minimum damage as the maximum damage.
  • mp_chattime is no longer multiplied by two.
  • Fixed an issue with the 64th player being able to keep walking after round end.
  • Fixed a lot of purple textures on Linux.
  • Fixed a remote code execution exploit related to server executed commands.
  • Fixed tanks hitting themselves when shooting a shell at high speed.
  • Fixed the create server dialog and Dedicated server GUI (SRCDS) configure tab.
  • Fixed the ERRORNAME bug when rejoining a server.
  • Fixed the server not restoring the player's progress towards the next point awarded from recycling.
  • Fixed binds not setting themselves correctly.
  • Limited shell 'invisible' flight time to 150ms.
  • Fixed tank cannon sounds firing at the wrong time with predicted shells.
  • Fixed tank shake when firing cannons with prediction.
  • Fixed a bug with engineer recycle menu.
  • Fixed a bug with MOTD buttons occasionally not working.
  • Fixed a bug causing chat to overlap with health bar.
  • Fixed a bug causing pre-placed engineer cameras to default to the armoury model.
  • Patched security vulnerability with source sdk detected by oneupsecurity.


Script Changes
  • Std MG
    • Damage 12->17
    • Clip Size 50->60 (revert)
    • MinimalDamage 10->13
    • Falloff 1000->2000


  • Bio MG
    • Cycle Time 0.42->0.43
    • Reload Time 3.5->4
    • Vehicle Bio Time 3->2.8 (one less tick)


  • DU MG
    • Falloff 2500->3000


  • DU HMG
    • Falloff 2500->3000


  • .50 cal med
    • Damage 15->20
    • MinimalDamage 13->16
    • Total Clips 3->4
    • Reload Time 7.2->6.8


  • .50 cal heavy
    • Damage 18->23
    • Clip Size 100->120 (revert)
    • MinimalDamage 15->19


  • Chain gun
    • Damage 11->14
    • Cycle Time 0.043->0.04 (revert)
    • Clip Size 120->125 (revert)
    • MinimalDamage 8->11
    • Falloff 1000->1500
    • Falloffbase 0.7->0.75


  • Medium Chain Gun
    • Damage 13->17
    • Cycle Time 0.037->0.035 (revert)
    • Clip Size 160->175 (revert)
    • MinimalDamage 10->12
    • Falloff 1000->1500
    • Falloffbase 0.7->0.75


  • 3 phase engine
    • Medium Tank
      • Heat Output At Max 3->4
    • Heavy Tank
      • Heat Output At Max 3->4


  • Enhanced Grenadier Missile
    • Additional Damage 30->25


  • APCR Grenadier Missile
    • Additional Damage 30->25


  • Wages
    • Heal 15->13
    • Repair 15->13
    • Recycle 15->13
    • Kill 20->18
    • Sabotage 30->35
    • Defuse 20->25
    • Flag Capture 20->25
    • Squad leader bonus 15->13
    • Squad participation 15->13


  • BE&NF HMG
    • Damage 28->19
    • Falloff 2000->3000
    • MinimalDamage 18->15
  • BE Machine Pistol
    • Damage 22->11
    • Falloff 800->1500
    • MinimalDamage 10->8
  • BE&NF 9mm pistol
    • Damage 30->19
    • Falloff 1000->2500
    • MinimalDamage 17->12
  • BE .44 Pistol
    • Damage 55->37
    • Falloff 1200->2000
    • MinimalDamage 35->28
  • BE Assault Rifle
    • Damage 39->28
    • Falloff 2000->3500
    • MinimalDamage 28->22
  • BE Heavy Rifle
    • Damage 35->21
    • Falloff 2000->3500
    • MinimalDamage 20->16
  • BE&NF Scoped Rifle
    • Damage 70->60
    • Falloff 1300->4000
    • MinimalDamage 60->55
    • Headshot Modifier 2.5->3 (to guarantee one headshot kill)
    • DuckingSpread 0.0005->0.01
    • ProneSpread 0.0005->0.005
    • StandingSpreadIncrement 0.005->0.04
    • DuckingSpreadIncrement 0.002->0.02
    • ProneSpreadIncrement 0.002->0.01
  • BE&NF Shotgun
    • Damage 22->12
    • Falloff 500->1250
    • MinimalDamage 10->9
  • BE&NF SMG1
    • Damage 30->17
    • Falloff 1500->2500
    • MinimalDamage 15->13
  • BE&NF SMG2
    • Damage 30->19
    • Falloff 1000->2000
    • MinimalDamage 15->13
  • NF .50 cal Rifle
    • Damage 57->43
    • Falloff 2200->3500
    • MinimalDamage 42->35
  • NF Assault Rifle
    • Damage 38->26
    • Falloff 1500->3000
    • MinimalDamage 25->18
  • NF Buckshot pistol
    • Damage 20->11
    • Falloff 250->1000
    • MinimalDamage 11->8
  • NF SMG3
    • Damage 38->30
    • Falloff 1500->3000
    • MinimalDamage 29->23



  • .50 cal med
    • Total Clips 3->4
    • Reload Time 7.2->6.8
  • .50 cal heavy
    • Heat 0.8->0.9
    • Clip Size 100->110
    • Total Clips 3->4
    • Reload Time 9->7.5
  • Bio Diesel Engine
    • Jeep
      • Max Reverse Speed 25->45
    • APC
      • Max Reverse Speed 35->40
    • AFV/LT
      • Max Reverse Speed 32->48
    • Medium Tank
      • Max Reverse Speed 33->39
    • Heavy Tank
      • Max Reverse Speed 23->29
    • Artillery Tank
      • Max Reverse Speed 20->28
    • Fission Reactor
      • AFV/LT
        • Max Reverse Speed 34->42 (fix for inconsistency)
      • Advanced Coolant Engine
        • AFV/LT
          • Max Reverse Speed 31->40 (fix for inconsistency)


  • BE&NF HMG
    • Headshot Modifier 2->1.5
  • BE&NF 9mm Pistol
    • Headshot Modifier 1.3->1.4
  • BE Machine Pistol
    • Headshot Modifier 2->1.4
  • BE .44 Pistol
    • Headshot Modifier 1.5->1.7
  • BE Heavy Rifle
    • Headshot Modifier 1.4->1.7
  • BE Assault Rifle
    • Headshot Modifier 1.5->1.7
  • NF Assault Rifle
    • Headshot Modifier 1.4->1.7
  • BE&NF Shotgun and shotty pistol
    • Headshot Modifier 1.6->1.4
  • NF SMG3
    • Headshot Modifier 1.4->1.7
  • NF .50 cal Rifle
    • Headshot Modifier 1.5->1.7

2.13.5 Released

This is primarily aimed at being a hotfix patch, however there are some script changes that affect vehicle machine guns.

Bugfixes
  • Fix for cannon shells hitting your own tank.
  • Fixed the new HUD element for commander under attack warning not being displayed.
Script changes
  • Standard Machine Gun
    • Damage increase 12 -> 17
    • Minimal Damage increase 10 -> 13 (Minimum damage after falloff is applied)
    • Clip size increase 50 -> 60
  • Bio Machine Gun
    • Cycle time increase 0.42 -> 0.43
    • Reload time increase 3.5 -> 4
    • Vehicle bio time decrease 3 -> 2.8
  • .50 Caliber Medium Machine Gun
    • Damage increase 15 -> 20
    • Minimal Damage increase 13 -> 16 (Minimum damage after falloff is applied)
  • .50 Caliber Heavy Machine Gun
    • Damage increase 18 -> 23
    • Minimal Damage increase 15 -> 19 (Minimum damage after falloff is applied)
    • Clip size increase 100 -> 120
  • Chain Gun
    • Damage increase 11 -> 14
    • Cycle time decrease 0.043 -> 0.4
    • Minimal Damage increase 8 -> 11 (Minimum damage after falloff is applied)
    • Clip size increase 120 -> 125
  • Medium Chain Gun
    • Damage increase 13 -> 17
    • Cycle time decrease 0.037 -> 0.035
    • Minimal Damage increase 10 -> 12 (Minimum damage after falloff is applied)
    • Clip size increase 160 -> 175

2.13.4 Released

A new month, a new Empires. We're happy to announce version 2.13.4 which is live on Steam right now. Changes include:

Features
  • Flags will now be (slowly) captured if the full team is present on that location, even if the amount of players is lower than the configured minimum.
  • Added turret turning speed parameter to vehicle scripts.
  • Rotation in second seat no longer coupled to turret rotation.
  • View rotation is persisted when entering / exiting vehicles.
  • Artillery now has slight horizontal movement ability.
  • Slightly prettier tank deaths.
  • Added HUD element to warn players of CV attacks.
  • Research is now paused when the last radar is destroyed.
  • Added tutorial bot spawner entity (emp_tutorial_bot_spawner).
  • Added commander target entity (emp_commander_auto_target).
  • Enabled detail shapes
  • Detail models now hide when under a building.
  • Detail draw distance is now controlled by the server instead of the client.
  • Added javascript moddable HUD elements.
  • Added static vehicle crosshair.


Bugfixes
  • Fixed chat swallowing character after a %.
  • Flags no longer continue capping after a game ends.
  • Vehicles are now lag compensated, allowing you to hit people with hitscan weapons while driving.
  • Removed tank cannon kick to fix aiming with double cannons.


Non-code changes
  • Included new cliff textures.
  • Renamed stock maps to indicate play type to help players vote for maps: (affected: district402, urbanchaos, eastborough, glycencity, escort)
    • Conquest maps (like district, vehicletraining) begin with con_
    • Commander maps stay emp_
    • Assault maps (like escort) begin with as_
    • Fun / intermission maps (like minigames) begin with fun_
  • Better statistics tracking


Script changes
  • Amount of units required for getting a point by recycling 150-> 100.
  • Lowering wages.
  • Deflective & Capacitve cost 20 -> 18.
  • Rename Seismic Grenade into Seismic Resonator.
  • More explosive force for arty cannons.
  • Slightly decreased machine gun damage to compensate for lag compensation.

2.12.4 Hotfix

Due to some crashes we uploaded a hotfixed client, we hope this makes things more stable.

2.12.2 Released

Features
  • Class selection now remembers your previous equipment choices for that class.
  • Class defaults to Engineer now instead of Scout.
Bugfixes
  • Fix for infinite pumping on shotguns when at 0 ammo.
  • Fixed SDK bot spawning
  • Fixed shotgun using wrong sounds when firing
  • Reverted problematic sounds
  • Fixed more blurry textures on low settings
Non-code changes
  • Some sounds reverted to old ones. Along with some fixes to the newer sounds.
  • emp_money:
    Refinery resource income increased from 3 -> 5 each
    Vehicle clips added above platforms
  • emp_coast:
    Fixed hole in the ground.
    Fixed texture behind ladder near BE spawn
    Set all level 4 displacements to level 2
    BE and NF main bases now start with a pre-built refinery to prevent Commanders building anything BUT a refinery first
    Viscluster brush added to ceiling to improve performance. Visible clusters reduced from ~8 million to ~4 million. More optimization can be done, but this is a huge increase for now.
Script changes
  • Shorten Heavy-duty ML's GUI name to fit.
  • Fixed ordering of tanks to prevent new players from accidentally building artillery.
  • Plasma Cannon Prototype
    Heat to Target 5 -> 7
  • Plasma Cannon
    Heat to Target 7 -> 8
    Explosion Radius 300 -> 270
  • Plasma Machine Gun
    Projectile Spread 0.03 -> 0.02
    Heat to Target 1.8 -> 2
  • High Energy Plasma Machine Gun
    Heat 1.1 -> 1.4
  • Projectile Spread 0.02 -> 0.015
  • Heat to Target 1.9 -> 2.3
  • BE Medium Tank
    Axleratio 0.7 -> 0.85