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Empires News

Servers Back Online!

Valve has given the all-clear for both TF2 and CS:GO so I think it's safe for us to continue, I've re-enabled the server browser.

Apparently this is a re-leak of information that was originally leaked in 2018. However, we will continue to monitor the situation and incorporate any security patches/fixes that are released as a result of this newly focussed scrutiny of the codebase. (There may be exploits found in the near future that we don't know of yet).

So, please resume playing Empires multiplayer!

Happy gaming!

- VulcanStorm

Temporary Server Outage

With news of the recent source engine leaks, I've decided to temporarily disable the server browser for all of our security and safety.

There are rumours of vulnerabilities and exploits within the source engine, and I don't know which are true. We don't know the extent of these leaks or whether Empires (a source-engine based game) has been affected by this.

So, please avoid playing Empires multiplayer for the time being.

Hopefully we'll get a security patch for this soon, or an official all clear, until then.... Stay safe everyone.

- VulcanStorm

Empires 2.28.4 Released!

We're happy to announce version 2.28.3 which is live on Steam right now. Changes include:

Bug fixes
  • Fixed a server bug relating to angle modifier that caused a crash on servers.
  • Fixed a typo on the new commander health text, added a space between the display and player name.
  • Fixed an issue with NF repair station's collision mesh being offset slightly as of last patch.


Script/Game Balance
  • Squad artillery changes:
    • Moved spawn position from slightly below skybox to 4000 units above target, so it's a lot more consistent to use.
    • Damage per shell 100->150
    • Damage type : KineticArt -> SquadArt (This change means only walls and non-CV vehicles will actually take 50% more damage.)
    • Explosion force : 2000->20000


Map changes

[h2] Glycencity [/h2]
  • Tweaked first BE spawns so players face the vehicle factory
  • Added two level 2 ML turrets defending each vehicle factory
  • Non-essential capture point resource gain reduced from 1.0 to 0.8 per second
  • Fixed displacement seam in C2
  • Minor displacement adjustments around middle NF spawn
  • Fixed power line connections around NF 2nd flag
  • Restored missing overlays from a structure in B5
  • Fixed lighting origins on building flag icons
  • AI-related optimisation

Empires 2.28.3 released!

We're happy to announce version 2.28.3 which is live on Steam right now. Changes include:

Features
  • Added a new map-specific loading screen. When loading an official map there will be an image of the map displayed.


Bug fixes
  • Fixed a bug where vehicles were not being destroyed properly when killed.
  • Fixed a crash relating to the voice status HUD element.
  • Fixed a bug where bullet tracer effects wouldn't happen if they didn't hit anything.
  • Fixed a bug which would cause missiles to explode when colliding with each other.
  • Fixed a few typo's in the squad point changes introduced in 2.28.1
  • Fixed a bug where if you were using two grenades on an apc, it would only fire one.
  • Fixed machine gun muzzle flashes facing the wrong direction on NF heavy tank.
  • Fixed a visual bug where there was a client/server mismatch when firing within the first 3 seconds of vehicle creation.
  • Fixed vehicles being able to fire weapons whilst under water.
  • Fixed vehicle machine guns ignoring armor angle modifiers. (Deflective armor)
  • Fixed an issue with the NF repairpad. The root bone wasn't centered meaning the building placement could clip into other things when rotated.


Script/Game Balance
  • Tweaked some building placement values to allow for easier building placement as commander.


Other changes
  • Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.

Empires version 2.28.2 released!

We're happy to announce version 2.28.2 which is live on Steam right now. Changes include:

Bug fixes
  • Fixed a bug where vehicles were not being destroyed properly when killed.
  • Fixed squad targets being able to target projectiles.
  • Fixed a few missile icons having no transparency.
  • Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.
  • Ammo/health crates now use client-side animation instead.
  • Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.
  • Changed the health thresholds for building smoke/fire effects:
    • Yellow 'unbuilt' smoke stays visible until the building is fully built. (Fades the more HP the structure has)
    • Building has over 80% health = 0 smoke/flame particles
    • Building has between 60% - 80% health = 1 smoke/flame particles
    • Building has between 40% - 60% health = 2 smoke/flame particles
    • Building has between 20% - 40% health = 3 smoke/flame particles
    • Building has less than 20% health = 4 smoke/flame particles
Map changes
    Mvalley
    • Small bug fixes, like holes in displacements.
Other changes
  • Fixed a floating smoke particle attachment on NF barracks model.
  • Added imperial and nf model folders to the default sv_pure config.
  • Increased Brenodi barracks level of detail model (LOD4) distance from 400 -> 600 (To be consistent with NF)