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Empires 2.33.2 Released!

We're happy to announce version 2.33.2 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:
Features
  • Added resource point icons to the minimap.
    • Resource output for each resource point can be seen on the full-sized map.
    • Resource points on the full-sized map have a color coded glow surrounding them to depict importance.
      • Yellow (Lowest output) -> Green (2nd lowest output) -> Cyan (2nd highest output) -> Fuchsia (Highest output)
Bug fixes
  • Fixed some problems with how entities are detected by commands issued using the F-Menu. Including commands bypassing the menu using emp_menu_quickcmd. (Spotting/Squad Targets etc...)
    • The commands now do a line ray cast before doing a box ray cast which should reduce the chance of selecting the wrong entity because the box ray cast was big enough to hit something else than what you were aiming at.
      • Commands detect entities using the following method: Line ray cast -> Box ray cast -> Detect entity origins within 10 pixels of the crosshair, then return the closest entity to the player. Line of sight checks still apply for all methods.
      • emp_menu_quickcmd was using these methods in a different order than using the menu itself, this has been corrected. emp_menu_quickcmd was using the least accurate method first, which is the 10 pixel crosshair detection; often leading to picking a different entity than intended.
  • Fixed a bug that caused Steam Enhanced Rich Presence to display incorrectly.
  • Fixed scouts not being networked to commanders in command view, rendering them completely invisible. This might have originally been added to side-step issues with commanders being able to target hidden scouts, those issues have also been resolved. Hidden scouts are no longer highlighted in attack selection boxes and targets cannot be issued if the scout is already hidden.
  • Fixed an issue preventing the Bio infantry resist from working.
  • Fixed two of the broken Chat variables, %_x and %_y. (Used to print the player's co-ordinates to chat.)
  • Main menu "Quick Start Guide" button now links to the website version using the Steam overlay instead of using an in-game panel. Some of the links in the local version were broken and the website version is slightly more up to date (although a lot of the information is still outdated).
  • Removed default.cfg file and prevented the game from searching for it. This file was being used incorrectly and it would revert some of the settings held in the options menu.
    • The game now has a config_default.cfg file instead which executes on first launch of the game. Preventing the above issue from happening.
    • Added chatcommand_binds.cfg as an alternative to using default.cfg for setting client-side chat commands.
  • Updated gameinfo.txt to hopefully fix an issue with the game saving files in the wrong directory. (settings.scr as an example - the file that allows the "Create a Server" dialog settings to function correctly)
  • Fixed various potential crashes in server vehicle code.
  • Fixed a bug causing some movement keys getting stuck down when transitioning from driving to command view.
  • Fixed a bug where entering the overheated state in vehicles would still remove 1 tick of heat dissipation.
  • Fixed a potential bug where the damage to heat attribute on vehicle armor could remove some of the vehicle's heat before the overheated state actually ended.
  • Fixed a bug where applying Vehicle Bio Damage over Time (DoT) would always reset/override the previous effect. This was unintentional, the override code was supposed to be checking if the current Bio DoT drain was less than the new one but a typo caused it to fail and always result in an override.
  • Fixed a bug where Bio DoT wouldn't deal the expected amount of damage ticks. (Both Player and Vehicle Bio DoT.)
  • Fixed some issues preventing Steam achievements from being awarded.
  • Removed some code which was redirecting friendly fire damage applied to the tank directly to the passenger that inflicted it, regardless of falloff or line of sight.
    • For example: If a player was in the second seat of an APC and their own mine was detonated by an enemy next to the APC - they would be given the same amount of damage as the APC regardless of their distance/being blocked by the APC's model geometry.
Miscellaneous changes
  • Controls menu has been updated.
    • Updated the layout and formatting for each category.
    • Removed old key binds that no longer worked.
    • Updated default key assignments, adding assignments where no default was already set.
  • Updated the Game's Steamworks SDK version from v1.34 (28th July 2015) to the latest version which is v1.52 (14th September 2021).
    • Some of the Steamworks API calls we use stopped working recently, after updating to the latest SDK version they seem to be fixed. (The game's XP feature was no longer being awarded.)
  • Rail cannon has a new firing sound.
  • A general optimization pass was conducted on the code base. Small optimizations have been made to client and server, some potential crashes have been fixed.
Script/Game Balance
[h2]General[/h2]
  • Increased all building (excluding wall/turrets) resistance to Rifleman's Sticky grenades 0.77 -> 0.828 (Dmg 40 -> 30)
  • Added a new script variable to control cannon recoil, previously it was using the damage value to scale the recoil. This change just allows us more control when balancing certain weapons. (All of the recoil values have been defaulted to the original values so there is currently no balance changes. This is for future use.)
  • Angle Modifier armor attribute now has a 5 degree offset before the reduction kicks in. It was near impossible to land hits parallel to the surface normal angle that would result in dealing full damage.
    • The new angle range is from 5 - 50 degrees of being parallel, ranging from least to most reduction. Anything over 50 degrees would be full damage reduction depending on the armor's script value. (Angles ranges were previously 0 - 45 degrees, meaning damage was pretty much always reduced.)
  • Neutral turning on vehicles is now restricted to the engine's output, meaning you can no longer turn on the spot if the engine can't drive while overheated. This is a change that will have to be play tested in order to see if it fits. Vehicles are supposed to be in a vulnerable state when overheated, simply being able to just rotate while in this state defeats the purpose of both sticky stuns and overheat. (Currently only the vehicles with tracks use Neutral turning.)
  • Reduced the amount of screen shake that is applied to players from Biological damage over time by 75%. The screen will now have a very slight green overlay effect to indicate damage was taken from a Bio effect.
[h2]Vehicle Weapons[/h2]
  • Biological Machine Gun
    • Changed Biological Interval to 0.5, damage per second and duration remain the same.
  • Biological Missile Launcher
    • Changed Player Biological Damage from 4 to 3
[h2]Vehicle Engines[/h2]
  • Bio Diesel (All chassis types)
    • Changed Heat Stall Penalty from 0.75 to 0.5

Empires 2.33.1 Released!

We're happy to announce version 2.33.1 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:
Features
  • Implemented a system that checks which player body parts are blocked by other objects before applying explosion damage.
    • Explosion damage and Bio DoT now scales based on the mass of the objects blocking each body part. (Bio Dot is only changed for explosions, Bio MG is unaffected)
      • Each body part is checked separately and scales the damage for that part depending on the blocking object's mass.
  • This uses the same mass checking system as was previously in the game, only that now each part is checked and scaled separately. Previously there was a single check done using the detection raycast that detected the player being visible to the explosion.
  • For reference the system scales the damage based on objects of 0-350 kg mass. (350+ kg objects will block all of the damage.Player mass is 85kg, turrets are 280kg. This is here just to provide an example.)
Body part
Maximum damage percentage loss
Chest
40%
Head
20%
Feet
20%
Left Arm
10%
Right Arm
10%
  • Note - Body parts are an approximation based on player bounding box size and therefore may not line up exactly where the model's geometry is. (Example below)
Bug fixes
Maps / Level design
[h2]Minor update to emp_canyon[/h2]
  • Fixed Cubemaps not being built when the map was last published.
  • All player/vehicle clip brushes have been remade, increasing accuracy in order to prevent players from using exploits to reach the top of the hills.
  • B4 hill is now player/vehicle clipped and has restrictions in place for placing buildings.
  • Standardized core entity names to match other official maps.
  • Fixed the env_sun entity not displaying because of bad entity settings.
[h2]Minor update to emp_coast[/h2]
  • Remade all clip brushes/comm/engy restrict brushes
    • Fixed various exploit spots
  • Standardized core entity names with other official maps.
[h2]Minor update to emp_mvalley[/h2]
  • Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible.
Script/Game Balance
Script changes are visible via the empires_scripts repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed. [h2]Infantry weapons[/h2]
  • Both shotguns now have a FalloffEnd value of 7500, they were previously mismatched. (Previously BE was 5000, NF was 10000; This was unintentional.)
[h2]Vehicle chassis[/h2]
  • Reduced BE AFV Max Weight by 10
  • Reduced NF Light Tank Max Weight by 10
  • Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which armor side took damage)
    • NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model.
    • Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this.
[h2]Vehicle engines[/h2]
  • APC Engines' cooling has been reduced by 1.
  • Heavy Tank Engines' cooling has been increased by 1.
  • Removed researchable Artillery Engines as they served little purpose, standard engine has been adjusted to fit its new purpose and to be more fragile (with penalties).
  • Stalling Penalties have been changed to be less impactful for armor hits and more impactful for some hull hits and generally reduced stall on heat threshold penalties.
  • Horsepower Health Penalty has been increased slightly.
  • Bio Diesel has been tweaked so it's no longer "unstoppable".
[h2]Vehicle weapons[/h2]
  • Removed High-Explosive Heavy Machine Gun
  • Artillery weapons have been slightly rebalanced.
    • The trajectory of artillery projectiles have been adjusted.
    • Weight, Damage, cycle time and heat have also been adjusted.

Empires 2.32.1 Released!

We're happy to announce version 2.32.1 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]General changes[/h2]
  • Added a 1 second delay after placement before walls can be recycled.
  • Refactored Steam Rich Presence code to hopefully optimize things.
  • Vehicle “Base weight” values have all been set to 0. This is so that the weight value shown in the menu’s is only displaying the current equipment weight and the total available weight.
  • Buildings now store the remainder of floating point damage that is applied in an accumulator. (This was already the case for player damage)
    • With the below explosion changes, it’s important that all damage to buildings is accounted for. Damage values were previously truncated and a small amount of damage would be lost; with the accumulator this is no longer the case.
  • All projectiles now collide with player hitboxes rather than the player’s axis-aligned bounding box. (Grenades/shells/missiles)
    • Improved on the previous version of hitbox detection for projectiles, which should now be a lot more accurate than the previous version.
    • Projectile sizes are now fully respected, whereas previously they were restricted to being a very small size; which would lead to the some shells and missiles missing, even if the model seemed to hit.
    • The aim of these changes are to increase accuracy and allow for a better experience. Nobody likes to die to things that clearly missed them.
  • Mines no longer collide with players. Mines can still be triggered by players but they will fall straight to the ground without colliding with other players when thrown.
[h2]Bug fixes[/h2]
  • Fixed a memory leak on the client relating to loading and storing values in game_particles.txt. (It wasn’t being deleted on map change.)
  • Fixed a memory leak on the server relating to the method used to save/restore player information if they disconnect/reconnect. The information was things like kills/deaths/tickets used etc. (It wasn’t being deleted on map change.)
  • Speculative fix for scoreboard muting when the server is at a high player count.
  • Fixed the Scout weapon silencer skill. Previously it was only applying the volume change to the local player, other players would hear it as normal.
  • Fixed a bug causing Zulu squad to not generate squad points.
  • Fixed the scout silencer skill only working for the local player. (Volume changes only.)
  • Fixed rifleman vehicle damage skill not being applied to cannons.
  • Fixed an issue with footstep raycasts only hitting world surfaces.
    • For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.
  • Fixed a bug that was preventing all HUD-element reset functions from being called.
    • This was causing hud-hints to get stuck on screen after map change because the “hide” HUD animation wasn’t being called by the reset function.
[h2]Sound changes[/h2]
  • Added footstep sounds for the snow/ice surface property.
  • Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it’s radius.
    • This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.
    • This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.
[h3]Sound-mixer changes[/h3]
  • Reduced the volume for the following categories:
    • Ambient (This mostly affects soundscapes.)
    • UI
    • Music
[h3]Soundscape changes[/h3]
  • Disabled the Auto DSP (Digital Signal Processor) effect for emp_duststorm, emp_midbridge and emp_mvalley.
    • The behaviour of the Auto DSP setting isn’t ideal for wide open spaces and quite often will cause the DSP settings to enter an echoed state but never get reset. (Without forcibly restarting the sound system)
[h2]Script/Game Balance[/h2][h3]Rank Points[/h3]
  • Reduced the amount of wages provided from repairing 100 units from 5 to 3
  • Reduced the amount of sabotages required to generate a rank-point from 2 to 1
  • Reduced the amount of mine defusals required to generate a rank-point from 2 to 1
[h3]Explosion changes[/h3]
  • Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.
    • What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu
  • Explosions damage falloff is now also applied when damaging buildings.
    • Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.
    • Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information
    • Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information
  • Explosions now have a “falloff offset”, anything inside this zone will not have falloff applied.
    • You can think of this as an inner radius for which the explosion will always deal it’s full damage. (Resistances still apply, after the falloff calculation)
  • Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named “Explosion Falloff Offset” for both veh/inf scripts, default offset is 10% but script variable is 0-1)
  • Fixed a couple of general bugs to do with blocked explosion damage.
  • Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)
  • New CVAR has been added - “emp_sv_debug_visualize_explosions”, this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)
[h3]Changes to RPG & Mortar[/h3]
  • Tidied up the code for both weapons, condensed some statements and shortened code where possible.
  • Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)
[h3]Changes to RPG[/h3]
  • Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)
  • Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)
  • Reload now uses prediction/networking and the timings should be more reliable in general.
  • There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.
[h3]Changes to Mortar[/h3]
  • Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.
  • Removed the right click function. This opened the “artillery map”, but this feature was unfinished and has remained in a broken state for a number of years.
  • Reload now uses prediction/networking and the timings should be more reliable in general.
  • Automatic reload delay is 0.5s after firing.
[h3]Infantry Weapons[/h3]
  • RPG
    • Increased Explosion Radius from 50 to 75
    • Decreased turn speed from 1.75 to 1.65
  • Concussion grenades
    • Explosion Falloff Offset of 100% (No explosion damage falloff for these grenades)
  • Seismic grenades
    • Increased radius from 200 to 300
    • Explosion Falloff Offset of 50% (150 units)
    • Seismic grenade “ScreenShake” effect now matches the radius, it was previously hard-coded to 600 units.
[h3]Vehicle Armor[/h3]
  • Commander
    • Increased Health from 250 to 275
    • Increased Squad Artillery Resist from 0.5 to 0.625
      • Reduces damage from squad artillery by 25%
  • Reactive
    • Increased Health from 120 to 130
  • Composite
    • Reduced Regeneration from 2 HP/s to 1.5 HP/s
    • Increased Biological Resist from 0 to 0.2
  • Regenerative
    • Reduced Regeneration from 5 HP/s to 4 HP/s
[h3]Vehicle Weapons[/h3][h3]Missile Launchers[/h3]
  • Homing Missile Launchers
    • Increased Missile Range from 6000 to 8000
    • Decreased Heat from 10 to 9
    • Increased Clip Size from 7 to 8
  • Standard Missile Launcher
    • Increased Explosion Radius from 100 to 200
  • Upgraded Missile Launcher
    • Increased Explosion Radius from 150 to 250
  • Guided Missile Launcher
    • Increased Explosion Radius from 100 to 200
  • Homing Missile Launcher
    • Increased Explosion Radius from 100 to 200
  • Biological Missile Launcher
    • Increased Projectile Spread from 0.5 to 1
  • Nuclear Missile Launcher
    • Reduced Projectie Spread from 1.25 to 1
[h3]Machine Guns[/h3]
  • Depleted Uranium Machine Gun
    • Reduced Cost from 70 to 60
    • Reduced Cycle Time from 0.121 to 0.1
    • Reduced Damage from 5 to 4
      • Combined with the Cycle Time reduction it reduces DPS from 43 to 38
    • Reduced FalloffStart from 5000 to 4000
    • Reduced FalloffEnd from 10000 to 8000
    • Reduced Minimal Damage from 4 to 3
  • Depleted Uranium Heavy Machine Gun
    • REMOVED
  • Plasma Heavy Machine Gun
    • Increased Cost from 100 to 110
  • High-Explosive Heavy Machine Gun
    • Reduced Cost from 125 to 100
[h3]Cannons[/h3]
  • Standard Cannon
    • Increased Explosion Radius from 275 to 300
  • Ranged Cannon
    • Increased Explosion Radius from 150 to 250
  • Railgun
    • Increased Explosion Radius from 100 to 200
  • High-Explosive Cannon
    • Decreased Projectile Spread from 1 to 0.5
[h3]Grenades[/h3]
  • Explosion Damage Falloff Offset of 20% for all grenades
[h3]Buildings[/h3]
  • Buildings
    • Reduced Recycle Time from 20 to 10
    • Decreased Kinetic Shell Resistance from 0.833 to 0.8
    • Decreased Explosive Shell Resistance from 0.89 to 0.833
    • Decreased Plasma Shell Resistance from 0.88 to 0.85
    • Decreased Explosive Missile Resistance from 0.833 to 0.75
    • Decreased Artillery Resistance from 0.85 to 0.775
  • Turrets
    • Decreased Kinetic Shell Resistance from 0.7 to 0.6
    • Decreased Explosive Shell Resist from 0.75 to 0.6
    • Decreased Biological Shell Resistance from 0.75 to 0.7
    • Decreased Plasma Shell Resist from 0.76 to 0.6
    • Decreased Explosive Missile Resistance from 0.65 to 0.5
    • Decreased Artillery Resistance from 0.7 to 0.55
  • Walls
    • Decreased Kinetic Shell Resistance from 0.925 to 0.91
    • Decreased Explosive Shell Resistance from 0.94 to 0.933
    • Decreased Explosive Missile Resistance from 0.94 to 0.92
    • Decreased Artillery Resistance from 0.94 to 0.9

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

Empires 2.30.6 Released!

We're happy to announce version 2.30.6 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]
  • Fixed an issue causing degreesSlow/degreesFast vehicle handling variables to be overridden by hard-coded values. (There shouldn’t be any issues caused by fixing this as script values have been adjusted to match)
  • RPG now uses a different 3rd person reload animation as there was no RPG animation available. (Uses HL2’s AR2 reload as it is the closest visual fit)
  • Fixed an issue with accuracy upgrade not using the script value when adjusting weapon base spread. (It was hard-coded to 25%, this will now use “AccuracyUpgradeModifier” script variable)
    • For most weapons this will be a small nerf to accuracy but as always any issues identified will be addressed in future updates.
[h2]Script/Game Balance[/h2][h3]Damage Types and Resistances[/h3]
  • Changed GeneralChemistry to GrenadeExplosive (Grenade Launcher and Upgraded Grenade Launcher)
  • Changed GeneralPhysics to ShellPlasma and BulletPlasma (Plasma CN and Plasma MG)
    • ShellPlasma inherited the GeneralPhysics values
    • PlasmaBullet
      • Absorbant has 10% resistance
      • Buildings have 100% resistance
      • Turrets have 70% resistance
      • Walls have 100% resistance
      • Infantry has 0 resistance
  • Changed BioArt to ShellBiological (Biological CN)
  • Changed Kinetic to ShellKinetic
  • Changed Explosive to ShellExplosive
  • Changed APBullet to BulletAP
  • Changed BulletExplosive to BulletExplosive
  • Changed KineticArt and ExplosiveArt to Artillery
  • Increased Building resistance against Depleted Uranium from 87.5% to 100%.
  • Decreased Wall resistance against Plasma Cannons from 94% to 88%.
    • It doubles the damage that plasma cannons do to walls making it a new perk of plasma cannons.
[h3]Research[/h3]
  • Added separate researches for Artillery Cannons
  • Removed Turrets research from Electrical Engineering
  • Added a new tree called Strutucal Engineering
    • Upgraded Machine Gun Turrets Lvl 2
      • Upgraded Machine Gun Turrets Lvl 3
    • Upgraded Missile Launcher Turrets Lvl 2
      • Upgraded Missile Launcher Turrets Lvl 3
[h3]Classes[/h3]
  • Rifleman and Scout now have access to Seismic Grenades
[h3]Infantry Weapons[/h3]
  • Northern Faction .50cal Rifle
    • Increased recoil across the board
[h3]Vehicle Chassis[/h3]
  • APC
    • Increased cost by 50
    • Reduced the number of Grenade Launcher that can be equipped from 2 to 1.
    • Reduced the size of the Grenade Launcher slot from 3 to 2.
  • LT/AFV
    • Increased cost by 30
  • Medium
    • Reduced the number of Missile Launcher that can be equipped from 2 to 1.
  • Heavy
    • Brenodi Empire
      • Increased the size of the Machine Gun slot from 2 to 3.
      • Reduced the number of Missile Launcher that can be equipped from 3 to 1.
      • Reduced the number of Machine Gun that can be equipped from 2 to 1.
    • Northern Faction
      • Increased the size of the Machine Gun slot from 2 to 3.
      • Reduced the number of Missile Launcher that can be equipped from 6 to 2.
      • Reduced the number of Machine Gun that can be equipped from 2 to 1.
[h3]Vehicle Armor[/h3]
  • Removed Capacitive
  • Reactive
    • Increased Health from 120 to 130.
[h3]Vehicle Engines[/h3]
  • APC
    • Increased Weight of Fission Engine from 5 to 10.
  • LT/AFV
    • Increased Weight of Fission Engine from 10 to 20.
  • Medium
    • Increased Weight of Fission Engine from 10 to 20.
  • Heavy
    • Increased Weight of Fission Engine from 10 to 20.
  • Artillery
    • Reduced Weight of 3 Phase Engine from 40 to 30.
    • Increased Weight of Fission Engine from 10 to 20.
[h3]Vehicle Weapons[/h3]
  • Plasma MG
    • Decreased Cycle Time from 0.35 to 0.3.
    • Decreased Heat from 0.18 to 0.15.
  • Grenade Launcher
    • Decreased Cycle Time from 2 to 1.4.
    • Increased Heat from 8 to 10.
    • Increased Cost from 30 to 50.
    • Increased Weight from 30 to 40.
  • Upgraded Grenade Launcher
    • Increased Weight from 40 to 50.
    • Increased Heat from 12 to 14.