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Empires News

Empires 2.34.6 Released!

We're happy to announce version 2.34.6 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]Bug fixes[/h2]
  • Fix order distances having incorrect unit conversion from inches to meters.
  • Fix an exploit allowing players to refill their engineer tool to full when changing class.
  • Disable mine detonation for players on ladders.
  • Remove double averaging of scoreboard latency, engine code already handles it.
[h2]Script/Game Balance[/h2][h3]Infantry Resists[/h3]
  • Engineer & Rifleman
    • Increased Mortar Resist from 0 to 0.1
      • Reduces Mortar Damage from 130 to 117
  • Scout
    • Increased Mortar Resist from 0.1 to 0.19
      • Reduces Mortar Damage from 117 to 105
  • Grenadier
    • Increased Mortar Resist from 0.2 to 0.28
      • Reduces Mortar Damage from 104 to 93
[h3]Command Vehicle[/h3]
  • Reduced Engineer Hull Repair from 3 to 1
    • It triples the time it takes to repair the Command Vehicle’s Hull
  • Reduced Engineer Armor Repair from 0.04 to 0.01
    • It Quadruples the time it takes to repair the Command Vehicle’s Armor
  • Reduced Command Vehicle’s Armor Health from 275 to 250
  • Reduced Command Vehicle’s Armor Regenaration from 0.004 to 0.002
  • Increased Command Vehicle’s Armor Damage to Heat Absorbed from 0.025 to 0.04
[h3]Vehicle Armors[/h3]
  • All Armors
    • Increased Squad Artillery Resistance from 0 to 0.25
[h3]Vehicle Weapons[/h3]
  • Extended Range Cannon
    • Increased Gravity from 0.1 to 0.15
  • Plasma Cannon
    • Increased Explosion Force from 100 to 500
  • Railgun
    • Increased Gravity from 0.04 to 0.05
    • Increased Explosion Force from 50 to 1000
  • Biological Cannon
    • Increased Explosion Force from 170 to 300
  • Upgraded Missile Launcher
    • Reduced Heat from 6.5 to 6
    • Reduced Weight from 70 to 60
    • Increased Explosion Force from 50 to 100
  • Biological Missile Launcher
    • Reduced Weight from 70 to 60
  • Salvo Missile Launcher
    • Reduced Weight from 60 to 55
    • Increased Explosion Force from 20 to 50
  • Guided Missile Launcher
    • Reduced Heat from 9 to 8
    • Reduced Weight from 70 to 60
    • Increased Clip Size from 4 to 5
    • Increased Explosion Force from 40 to 100
  • Homing Missile Launcher
    • Increased Explosion Force from 40 to 500
[h3]Infantry Weapons[/h3]
  • Mortar & RPG now share the same ammo
    • It effectively reduces the amount of ammo Grenadiers carry by half
  • Mortar
    • Reduced Speed from 2000 to 1800
  • Northern Faction .50cal Rifle
    • Increased Minimal Damage from 20 to 30
      • It ensures that it takes 4 shots to kill an enemy on distances shorter than ~6000 units

Introducing emp_cargo, a map by community member Oktay

We're pleased to announce the release of a new map, made by community member Oktay

This beautiful commander map has 4 different sections which open up based on the player count.
It has zip lines, strong rivers, elevators (also with lava underneath) and tons of shipping containers!

You can check out some previews of the map below:

[h3]Briefing:[/h3]
[expand]
Brenodi Empire:
The Northern Faction is attacking our port which support our military supplies in this ongoing war.
Our intel informed us that they even sneaked in a Northern Faction command vehicle !
Quickly destroy the enemy force before they get too big of a threat !

Defend the Area and Defeat Northern Faction.

Northern Faction:
The Brenodi Empire didn't expect us attacking their port which is important for their Military logistics.
While the battle continues we successfully sneaked in a Northern Faction command vehicle which will change the outcome for this battle !

Capture the Area and Defeat Brenodi Empire.

Mapinfo:
12 Players will transport your CV, be sure to be near your commander if you reach that player count.
22 Players will open the Port Area.
32 Players will open that big gate near main base prepare for expansion.
48 players will allow access to the Dam section.

Credits for helping me: Destroyer, Trainzack, Gvarados, Bloodwiper
Container textures provided by Trainzack and Bloodwiper
[/expand][h3]Minimap:[/h3]
[expand]

[/expand][h3]Gifs:[/h3]
[expand]

[/expand][h3]Images:[/h3]
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Join Empires Discord!
If you want to download the map, ask for latest version in our Discord server's #mapping channel.

Empires 2.33.5 Released!

We're happy to announce version 2.33.5 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]Bug fixes[/h2]
  • Fixed a bug with artillery feedback only showing once if your shell/missile hit the exact same place.
  • Potentially fixed a bug causing walls to be forever stuck in the building carcass state; the wall would be invincible and never removed. This bug was incredibly hard to reproduce but it seemed that the bug was directly tied to the recycle function. Upon further investigation it seems possible that the bug was caused by the recycle function being called at the exact frame that wall is destroyed.
  • Modified the physics model of the NF jeep around the front wheels to prevent trees getting stuck between the wheel and the front grill, when this happened it was near impossible to free the jeep.
[h2]Script/Game Balance[/h2][h3]Research[/h3]
  • Depleted Uranium Rounds
    • Reduced Time from 60 to 45
    • Reduced Cost from 240 to 180
  • Improved Flagration Compounds
    • Reduced Time from 60 to 45
    • Reduced Cost from 120 to 90
  • Explosive Tipped Bullets
    • Reduced Time from 60 to 45
    • Reduced Cost from 240 to 180
  • Biological Projectile
    • Reduced Time from 60 to 45
    • Reduced Cost from 240 to 180
  • Upgraded Chassis
    • Reduced Cost from 720 to 600
    • Reduced Time from 240 to 120
  • Medium Tank Chassis
    • Increased Cost from 540 to 600
    • Increased Time from 90 to 120
  • Artillery Tank Chassis
    • Reduced Cost from 750 to 720
    • Increased Time from 120 to 150
  • Advanced Chassis
    • Increased Cost from 720 to 750
    • Reduced Time from 240 to 150
  • Heavy Tank Chassis
    • Reduced Cost from 900 to 750

Empires 2.33.4 Released!

We're happy to announce version 2.33.4 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:
Bug fixes
  • Fixed a bug causing the squad leader’s aura to not reset if all other members left the squad whilst being in the squad aura radius.
  • Fixed a bug causing squad members to receive the squad aura effect even though their squad leader died.
  • Fixed some issues with resource points becoming disabled in some situations where the refinery placement failed.
  • Fixed a problem causing explosions to sometimes deal damage through building geometry. (Building entities, not the world)
Miscellaneous changes
  • Increased the volume of rail cannon's firing sound as it was a more quiet than the others.
Script/Game Balance
[h2]Vehicle Weapons[/h2]
  • Upgraded Missile Launcher
    • Changed Projectile Spread from 0.5 to 0.2
  • Removed .50cal Heavy Machine Gun (This is the 3-slot version of the weapon, the 2-slot variety still remains.)
[h2]Research[/h2]Shifted the cost of researching upgraded chassis toward the chassis itself, they’re now more similar to other research. Also increased the time needed for each of the sub-researches.
  • Changed Vehicle Chassis sub-research (Upgraded & Advanced Chassis) from 5 res/s to 3 res/s
    • Upgraded Chassis
      • Increased Time from 120 to 240
      • Increased Cost from 600 to 720
    • Advanced Chassis
      • Increased Time from 120 to 240
      • Increased Cost from 600 to 720
  • Changed Vehicle Chassis research from (Medium, Artillery & Heavy Chassis) 5 res/s to 6 res/s.
    • Medium Tank Chassis
      • Increased Cost from 450 to 540
    • Artillery Tank Chassis
      • Increased Cost from 600 to 720
    • Heavy Tank Chassis
      • Increased Time from 120 to 150
      • Increased Cost from 600 to 900

Empires 2.33.3 Released!

We're happy to announce version 2.33.3 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:
Bug fixes
  • Fixed a bug on Linux servers which caused vehicles to be able to aim beyond the intended cannon pitch angle restrictions. (You could aim down inside your own tank and self-damage the tank)
  • Fixed a bug involving tank cannon shells getting stuck floating in the air when colliding with the tank that fired it. Although this doesn't happen often the issue was brought up recently with the above issue on Linux servers.
  • Fixed a problem involving map-edge grid textures not displaying correctly on lower texture settings.
  • Fixed a bug where unbuilt buildings would flash as the team color instead of it's intended yellow color when damaged.
  • Fixed an issue where the emp_resource_point entity was no longer firing it's outputs when intended. (Used by level designers
  • OnNFBuilt/OnImpBuilt OnEnable/OnDisable are now working as intended)
    • These are often used to control when smoke should appear, so fixing this may help improve FPS in some situations.
  • Fixed an bug causing vehicle steering values to change when recustomizing on a repair station.
  • Fixed a few issues where Salvo Missiles would not fire their full volley and fixed another issue where they could fire unexpectedly. (For example: When the wrong attack key was pressed.)
Miscellaneous changes
  • Projectiles are now excluded from explosion damage hit detection. This is simply to ensure that explosion damage doesn't get lowered/blocked by shells/missiles/grenades.
  • Missiles no longer have health; previously missiles could be exploded by taking damage from explosions. Although this might seem like an interesting feature, it has never been the same for cannon shells and it causes some balancing issues.
Script/Game Balance
[h2]Vehicle Weapons[/h2]
  • Cannons
    • Reduced Recoil a little bit for High-Explosive and Plasma.
    • Reduced Recoil a lot for Railgun
[h2]Vehicle Armors[/h2]
  • Absorbant
    • Increased Health from 67 to 70
  • Reactive
    • Increased Health from 130 to 135