Jan 17, 2015
Empires Mod - =[BSID]= 1LT Beerdude26
Fixed
  • Fixed wheels clipping through on BE jeep model.
  • Fixed some texture stretching on NF's VF model.
  • Fixed NF SMG3 ejecting shotgun shells.
  • Fixed the NF & BE shotgun animation speed.
  • Fixed the BE shotgun muzzle flash.
  • Fixed an issue with firing RPGs.
Changed
  • Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.
  • Removed sabotage DoT on everything but turrets.
Script Changes

Vehicle Armor
  • Plain Armor
    • Health 40 -> 60
  • Composite
    • Health 40 -> 60
  • Reactive
    • Health 100 -> 120
  • Reflective
    • Health 80 -> 100
  • Regenerative
    • Health 40 -> 60
    • Regeneration 0.15 -> 0.1
  • Absorbant
    • Weight 12 -> 10
    • Cost 12 -> 10
    • Health 40 -> 20
    • Speed to Damage Modifier -0.0001 -> -0.0002
    • Bioweapon Damage Modifier 1 -> 0.5
    • APBulletResist 0.5 -> 0.75
  • Budget
    • Health 40 -> 60
  • Brittle
    • Health 100 -> 160
    • Speed To Damage Modifier 0.0001 -> 0.00033
    • Bioeapon Damage Modifier 1 -> 2
    • KineticResist -0.5 -> -0.3
    • APBulletResist -0.5 -> -3
  • Capacitive
    • Health 100 -> 140
    • Regeneration -0.06 -> -0.05
Vehicle Chassis
  • Jeep (NF & BE)

    • massCenterOverride "0 0 0" -> "0 0 -1"

    • massoverride 1500 -> 1750

    • faststeeringrate 0.75 -> 1

    • Wheel Mass 300 -> 325

    • frontbrakefactor 1 -> 0.5

    • rearbrakefactor 0 -> 0.5

  • NF Jeep
    • keepuprighttorque -> 1
  • BE Jeep
    • Wheel Radius 18 -> 20
  • AFV
    • Health 300 -> 200
  • NF LT
    • Health 200 -> 150
  • APC (NF & BE)
    • Health 250 -> 150
  • Medium Tank (NF & BE)
    • Health 300 -> 200
    • Added 1-slot ML
  • BE Heavy Tank
    • Max Missile Launchers 3 -> 2
    • Added 1-slot ML
  • NF Heavy Tank
    • Max Missile Launchers 6 -> 4
    • Added 2 1-slot MLs
Unmentioned from Previous Release
  • Walls (NF & BE)
    • Cost 25 -> 15
  • Refinery (NF & BE)
    • Carcass Removal Time 15 -> 10
  • NF Vehicle Factory
    • Recycle Time 5 -> 20
Infantry Classes

Scout is now renamed to Assault
  • Assault
    • InfantryBulletResist 0.35->0.4
    • InfantryMortarResist 0.0-> -0.2
    • InfantryExplosiveResist 0.0-> -0.2
    • InfantryMineResist 0.4->0.0
    • Max Concussion Ammo 2->1
  • Engineer
    • InfantryMineResist 0.4->0.0
    • Can now carry concussions
    • Max Concussion Ammo 2->1
  • Rifleman
    • InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate
    • Default grenade is now Explosive
    Infantry Weapons
  • NFHMG
    • Max Damage 15->20
    • Min Damage 7->9
  • BEASt
    • Falloff 1500->900 //this was an error I made last time
  • Shotguns
    • Max Damage 36->42 (per pellet)
  • All Pistols
    • Melee Damage 40->70
  • SMG3
    • Now has functioning killicon
    • Melee Damage 40->90
    • "DuckingKick_X_FullSpread_Max" 1->3
    • "DuckingKick_X_FullSpread_Min" 0->1.5
    • "DuckingKick_X_NoSpread_Max" 0.5->2
    • "DuckingKick_X_NoSpread_Min" 0->1.5
    • "DuckingKick_Y_FullSpread_Max" 0.1->3
    • "DuckingKick_Y_NoSpread_Max" 0.05->1
    • "ProneKick_X_NoSpread_Max" 0.5->1
    • "ProneKick_X_NoSpread_Min" 0->0.5
  • Concussion and HE Nade
    • Grenade Timer 2->3
Jan 17, 2015
Empires Mod - Beerdude26
Fixed
  • Fixed wheels clipping through on BE jeep model.
  • Fixed some texture stretching on NF's VF model.
  • Fixed NF SMG3 ejecting shotgun shells.
  • Fixed the NF & BE shotgun animation speed.
  • Fixed the BE shotgun muzzle flash.
  • Fixed an issue with firing RPGs.
Changed
  • Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.
  • Removed sabotage DoT on everything but turrets.
Script Changes

Vehicle Armor
  • Plain Armor
    • Health 40 -> 60
  • Composite
    • Health 40 -> 60
  • Reactive
    • Health 100 -> 120
  • Reflective
    • Health 80 -> 100
  • Regenerative
    • Health 40 -> 60
    • Regeneration 0.15 -> 0.1
  • Absorbant
    • Weight 12 -> 10
    • Cost 12 -> 10
    • Health 40 -> 20
    • Speed to Damage Modifier -0.0001 -> -0.0002
    • Bioweapon Damage Modifier 1 -> 0.5
    • APBulletResist 0.5 -> 0.75
  • Budget
    • Health 40 -> 60
  • Brittle
    • Health 100 -> 160
    • Speed To Damage Modifier 0.0001 -> 0.00033
    • Bioeapon Damage Modifier 1 -> 2
    • KineticResist -0.5 -> -0.3
    • APBulletResist -0.5 -> -3
  • Capacitive
    • Health 100 -> 140
    • Regeneration -0.06 -> -0.05
Vehicle Chassis
  • Jeep (NF & BE)

    • massCenterOverride "0 0 0" -> "0 0 -1"

    • massoverride 1500 -> 1750

    • faststeeringrate 0.75 -> 1

    • Wheel Mass 300 -> 325

    • frontbrakefactor 1 -> 0.5

    • rearbrakefactor 0 -> 0.5

  • NF Jeep
    • keepuprighttorque -> 1
  • BE Jeep
    • Wheel Radius 18 -> 20
  • AFV
    • Health 300 -> 200
  • NF LT
    • Health 200 -> 150
  • APC (NF & BE)
    • Health 250 -> 150
  • Medium Tank (NF & BE)
    • Health 300 -> 200
    • Added 1-slot ML
  • BE Heavy Tank
    • Max Missile Launchers 3 -> 2
    • Added 1-slot ML
  • NF Heavy Tank
    • Max Missile Launchers 6 -> 4
    • Added 2 1-slot MLs
Unmentioned from Previous Release
  • Walls (NF & BE)
    • Cost 25 -> 15
  • Refinery (NF & BE)
    • Carcass Removal Time 15 -> 10
  • NF Vehicle Factory
    • Recycle Time 5 -> 20
Infantry Classes

Scout is now renamed to Assault
  • Assault
    • InfantryBulletResist 0.35->0.4
    • InfantryMortarResist 0.0-> -0.2
    • InfantryExplosiveResist 0.0-> -0.2
    • InfantryMineResist 0.4->0.0
    • Max Concussion Ammo 2->1
  • Engineer
    • InfantryMineResist 0.4->0.0
    • Can now carry concussions
    • Max Concussion Ammo 2->1
  • Rifleman
    • InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate
    • Default grenade is now Explosive
    Infantry Weapons
  • NFHMG
    • Max Damage 15->20
    • Min Damage 7->9
  • BEASt
    • Falloff 1500->900 //this was an error I made last time
  • Shotguns
    • Max Damage 36->42 (per pellet)
  • All Pistols
    • Melee Damage 40->70
  • SMG3
    • Now has functioning killicon
    • Melee Damage 40->90
    • "DuckingKick_X_FullSpread_Max" 1->3
    • "DuckingKick_X_FullSpread_Min" 0->1.5
    • "DuckingKick_X_NoSpread_Max" 0.5->2
    • "DuckingKick_X_NoSpread_Min" 0->1.5
    • "DuckingKick_Y_FullSpread_Max" 0.1->3
    • "DuckingKick_Y_NoSpread_Max" 0.05->1
    • "ProneKick_X_NoSpread_Max" 0.5->1
    • "ProneKick_X_NoSpread_Min" 0->0.5
  • Concussion and HE Nade
    • Grenade Timer 2->3
Empires Mod - =[BSID]= 1LT Beerdude26
Added
  • Added keybindings for selecting buildings to be placed as comm.

Fixed

  • Fixed vehicle MGs damaging the wrong side.

  • Fixed a parsing error on the chassis script by removing all mentions of the extra chassis. Added a ".bak" version of the chassis script that can unlock the extra chassis.

  • Fixed NF heavy turret collision mesh.

  • Fixed NF CV getting stuck on single turrets.

  • Fixed missing snow camo on BE APC turret.

  • Fixed BE APC using AFV turret instead of APC turret.

  • Fixed an issue with sudden death not triggering properly.

  • Fixed the top-right info panel sometimes not appearing for players.

  • Fixed players having no equipment if their initial spawn was from a squad revive.

  • Fixed machine pistol missing a kill icon.

Changed

  • Removed barbed wire from NF walls.

  • Removed BioMG and Bio Cannon from emp_escort.

  • Redid BE CV collision mesh.

  • Added a flat 3s firing delay to all vehicles upon creation.

  • Comm turrets now auto-upgrade with the appropriate research.

  • Reflective now does a linear decrease in damage from 100% at 0 degrees to 50% at 45+ degrees (Previously, it was the cosine of the angle, so this is a buff.)

  • Dead players now have a small X on the scoreboard and their row colored grey.

  • Attempted to remove bullet pushback, again.

Script Changes

Vehicle Weapons

  • Plasma Cannon

    • Weight 100 -> 80

  • Bio Cannon

    • Weight 100 -> 80

  • Salvo GML

    • Cost 85 -> 80

    • Weight 100 -> 80

    • Clip Size 5 -> 6

    • Reload Time 8.5 -> 8.4

  • Salvo HML

    • Cost 70 -> 80

    • Weight 100 -> 80

  • Small Artillery Cannon

    • Cost 50 -> 60

  • Medium Artillery Cannon

    • Name -> Double Artillery Cannon

    • HUD Name -> Double AC

    • Description -> An artillery cannon that fires twice as often as Small Artillery Cannon.

    • Cost 60 -> 120

    • Damage 140 -> 115

    • Speed 1500 -> 1700

    • Gravity 0.6 -> 0.8

    • Weight 100 -> 120

    • Cycle Time 1.6 -> 0.5

    • Clip Size 10 -> 20

    • Total Ammo Clips 3 -> 4

    • Reload Time 8 -> 5

    • Explosion Radius 700 -> 550

    • Explosion Force 600 -> 500

  • Grenade Launcher

    • Cost 50 -> 30

    • Weight 50 -> 30

  • Nuke

    • Name -> Nuclear Missile

    • Speed 1000 -> 1200

    • Cycle Time 12 -> 10

    • Projectile Spread 1.25 -> 0.5

  • Fast ML

    • Cost 50 -> 30

    • Weight 40 -> 30

Vehicle Armor

  • Brittle Armor

    • Health 80 -> 100

    • KineticResist -0.2 -> -0.5

  • Capacitive

    • Regeneration -0.01 -> -0.06

Vehicle Engines

  • Heavy Tank Engines

    • Standard

      • Max Speed 25 -> 20

      • Max Reverse Speed 20 -> 18

    • Gas Turbine

      • Max Speed 38 -> 33

      • Max Reverse Speed 35 -> 30

    • 3 Phase

      • Max Speed 40 -> 35

      • Max Reverse Speed 31 -> 26

    • Fission

      • Max Speed 32 -> 27

      • Max Reverse Speed 28 -> 23

    • Biology

      • Max Speed 31 -> 26

      • Max Reverse Speed 25 -> 20

    • Coolant

      • Max Speed 29 -> 24

      • Max Reverse Speed 22 -> 20

    • Compact

      • Max Speed 31 -> 26

      • Max Reverse Speed 25 -> 20

    • NF Commander

      • Horsepower 4250 -> 2550

Vehicle Chassis

  • APC (NF & BE)

    • Max Grenade Launchers 2 -> 1

  • Arty Tank (NF & BE)

    • Max Artillery Cannons 2 -> 1

  • Heavy Tank (NF & BE)

    • Max Machine Guns 2 -> 1

    • brakeSteeringRateFactor 6 -> 30

  • NF Jeep

    • Reverted handling to that of 2.52.5.

  • BE Jeep

    • Changed handling to roughly match the NF Jeep.

  • NF LT

    • powerSlideAccel 0 -> -200

  • NF CV

    • powerSlideAccel 0 -> -250

  • BE CV

    • powerSlideAccel 0 -> -250

Buildings

  • All 30s Recycle Times Changed to 20s.

  • MG Turret (NF & BE)

    • cost 50 -> 75

    • turret rof level 2 0.07 -> 0.08

    • turret rof level 3 0.035 -> 0.04

  • ML Turret (NF & BE)

    • turret rof level 2 2.5 -> 3

    • turret rof level 3 1.5 -> 2

Infantry Weapons

  • Significantly Changed.

Infantry Classes

  • Significantly Changed.
Empires Mod - Beerdude26
Added
  • Added keybindings for selecting buildings to be placed as comm.

Fixed

  • Fixed vehicle MGs damaging the wrong side.

  • Fixed a parsing error on the chassis script by removing all mentions of the extra chassis. Added a ".bak" version of the chassis script that can unlock the extra chassis.

  • Fixed NF heavy turret collision mesh.

  • Fixed NF CV getting stuck on single turrets.

  • Fixed missing snow camo on BE APC turret.

  • Fixed BE APC using AFV turret instead of APC turret.

  • Fixed an issue with sudden death not triggering properly.

  • Fixed the top-right info panel sometimes not appearing for players.

  • Fixed players having no equipment if their initial spawn was from a squad revive.

  • Fixed machine pistol missing a kill icon.

Changed

  • Removed barbed wire from NF walls.

  • Removed BioMG and Bio Cannon from emp_escort.

  • Redid BE CV collision mesh.

  • Added a flat 3s firing delay to all vehicles upon creation.

  • Comm turrets now auto-upgrade with the appropriate research.

  • Reflective now does a linear decrease in damage from 100% at 0 degrees to 50% at 45+ degrees (Previously, it was the cosine of the angle, so this is a buff.)

  • Dead players now have a small X on the scoreboard and their row colored grey.

  • Attempted to remove bullet pushback, again.

Script Changes

Vehicle Weapons

  • Plasma Cannon

    • Weight 100 -> 80

  • Bio Cannon

    • Weight 100 -> 80

  • Salvo GML

    • Cost 85 -> 80

    • Weight 100 -> 80

    • Clip Size 5 -> 6

    • Reload Time 8.5 -> 8.4

  • Salvo HML

    • Cost 70 -> 80

    • Weight 100 -> 80

  • Small Artillery Cannon

    • Cost 50 -> 60

  • Medium Artillery Cannon

    • Name -> Double Artillery Cannon

    • HUD Name -> Double AC

    • Description -> An artillery cannon that fires twice as often as Small Artillery Cannon.

    • Cost 60 -> 120

    • Damage 140 -> 115

    • Speed 1500 -> 1700

    • Gravity 0.6 -> 0.8

    • Weight 100 -> 120

    • Cycle Time 1.6 -> 0.5

    • Clip Size 10 -> 20

    • Total Ammo Clips 3 -> 4

    • Reload Time 8 -> 5

    • Explosion Radius 700 -> 550

    • Explosion Force 600 -> 500

  • Grenade Launcher

    • Cost 50 -> 30

    • Weight 50 -> 30

  • Nuke

    • Name -> Nuclear Missile

    • Speed 1000 -> 1200

    • Cycle Time 12 -> 10

    • Projectile Spread 1.25 -> 0.5

  • Fast ML

    • Cost 50 -> 30

    • Weight 40 -> 30

Vehicle Armor

  • Brittle Armor

    • Health 80 -> 100

    • KineticResist -0.2 -> -0.5

  • Capacitive

    • Regeneration -0.01 -> -0.06

Vehicle Engines

  • Heavy Tank Engines

    • Standard

      • Max Speed 25 -> 20

      • Max Reverse Speed 20 -> 18

    • Gas Turbine

      • Max Speed 38 -> 33

      • Max Reverse Speed 35 -> 30

    • 3 Phase

      • Max Speed 40 -> 35

      • Max Reverse Speed 31 -> 26

    • Fission

      • Max Speed 32 -> 27

      • Max Reverse Speed 28 -> 23

    • Biology

      • Max Speed 31 -> 26

      • Max Reverse Speed 25 -> 20

    • Coolant

      • Max Speed 29 -> 24

      • Max Reverse Speed 22 -> 20

    • Compact

      • Max Speed 31 -> 26

      • Max Reverse Speed 25 -> 20

    • NF Commander

      • Horsepower 4250 -> 2550

Vehicle Chassis

  • APC (NF & BE)

    • Max Grenade Launchers 2 -> 1

  • Arty Tank (NF & BE)

    • Max Artillery Cannons 2 -> 1

  • Heavy Tank (NF & BE)

    • Max Machine Guns 2 -> 1

    • brakeSteeringRateFactor 6 -> 30

  • NF Jeep

    • Reverted handling to that of 2.52.5.

  • BE Jeep

    • Changed handling to roughly match the NF Jeep.

  • NF LT

    • powerSlideAccel 0 -> -200

  • NF CV

    • powerSlideAccel 0 -> -250

  • BE CV

    • powerSlideAccel 0 -> -250

Buildings

  • All 30s Recycle Times Changed to 20s.

  • MG Turret (NF & BE)

    • cost 50 -> 75

    • turret rof level 2 0.07 -> 0.08

    • turret rof level 3 0.035 -> 0.04

  • ML Turret (NF & BE)

    • turret rof level 2 2.5 -> 3

    • turret rof level 3 1.5 -> 2

Infantry Weapons

  • Significantly Changed.

Infantry Classes

  • Significantly Changed.
Empires Mod - =[BSID]= 1LT Beerdude26
Fixed

  • Fixed BEHR ammo amounts to match what they have always been.

  • Fixed Shotgun descriptions to match Spike's old suggestion.

  • Fixed "Advanced Semiconductor Research" clipping while researching.

  • Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).

Changed

  • Regenerating armors regenerate even with zero armor.
  • Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
  • Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
  • The health bar for repairing tank armor now increases more gradually

Script Changes

Vehicle Weapons

  • Standard Cannon

    • Speed 3000 -> 3300

  • Imp. Std Cannon

    • Speed 3300 -> 3600

  • ER Cannon

    • Speed 3300 -> 3600

  • Rail Gun

    • Damage 50 -> 60

    • Speed 3600 -> 3900

    • Cycle Time 0.8 -> 1

  • SGML

    • Explosive Sprite 14 -> 19

  • HML

    • Clip Size 4 -> 8

    • Total Ammo Clips 9 -> 6

  • SHML

    • Total Ammo Clips 6 -> 9

    • Reload Time 4 -> 8.6

    • Projectile Spread 1.5 -> 4.5

  • DML

    • Speed 2400 -> 1800

  • TML

    • Speed 2400 -> 1800

Vehicle Armor

  • Composite Armor

    • Speed to Damage -0.000035 -> -0.00005

    • Damage to Heat -0.025 -> -0.05

  • Regenerative

    • Regeneration 0.2 -> 0.15

  • Absorbant

    • Speed to Damage -0.0002 -> -0.0001

    • APBulletResist 0 -> 0.5

  • Budget Armor

    • Weight 10 -> 8

    • Cost 5 -> 4

  • Brittle Armor Added

    • Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Biology/Lab-Grown Technologies/Brittle Armor"

    • Health -> 80

    • Speed to Damage -> 0.0001

    • KineticResist -> -0.2

    • APBulletResist -> -0.5

  • Capacitive Armor Added

    • Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"

    • Health -> 100

    • Regeneration -> -0.01

Vehicle Research

  • Capacitive Armor Added

    • Parent -> "Advanced Magnet Research"

    • Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."

    • Time -> 60

  • Lab-Grown Technologies Added

    • Parent -> "Biology"

    • Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."

    • Time -> 60

  • Brittle Armor Added

    • Parent -> "Lab-Grown Technologies"

    • Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."

    • Time -> 60

Infantry Weapons

  • Pistol1

    • SemiAutomatic 1 -> 0

    • Clip Size 12 -> 18

    • Starting Ammo 24 -> 36

    • Max Ammo 36 -> 72

  • Machine Pistol

    • DuckingSpreadDecrement 0.04 -> 0.025

  • Shotty Pistol

    • Cycle Time 0.5 -> 0.18

    • SemiAutomatic 1 -> 0

    • ProneSpreadModifier 0.03 -> 0.06

    • Spread Increments -> 0

  • Shotgun

    • Max Damage 25 -> 20

    • Min Damage 15 -> 9

    • ProneSpreadModifier 0.03 -> 0.06
Empires Mod - Beerdude26
Fixed

  • Fixed BEHR ammo amounts to match what they have always been.

  • Fixed Shotgun descriptions to match Spike's old suggestion.

  • Fixed "Advanced Semiconductor Research" clipping while researching.

  • Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).

Changed

  • Regenerating armors regenerate even with zero armor.
  • Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
  • Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
  • The health bar for repairing tank armor now increases more gradually

Script Changes

Vehicle Weapons

  • Standard Cannon

    • Speed 3000 -> 3300

  • Imp. Std Cannon

    • Speed 3300 -> 3600

  • ER Cannon

    • Speed 3300 -> 3600

  • Rail Gun

    • Damage 50 -> 60

    • Speed 3600 -> 3900

    • Cycle Time 0.8 -> 1

  • SGML

    • Explosive Sprite 14 -> 19

  • HML

    • Clip Size 4 -> 8

    • Total Ammo Clips 9 -> 6

  • SHML

    • Total Ammo Clips 6 -> 9

    • Reload Time 4 -> 8.6

    • Projectile Spread 1.5 -> 4.5

  • DML

    • Speed 2400 -> 1800

  • TML

    • Speed 2400 -> 1800

Vehicle Armor

  • Composite Armor

    • Speed to Damage -0.000035 -> -0.00005

    • Damage to Heat -0.025 -> -0.05

  • Regenerative

    • Regeneration 0.2 -> 0.15

  • Absorbant

    • Speed to Damage -0.0002 -> -0.0001

    • APBulletResist 0 -> 0.5

  • Budget Armor

    • Weight 10 -> 8

    • Cost 5 -> 4

  • Brittle Armor Added

    • Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Biology/Lab-Grown Technologies/Brittle Armor"

    • Health -> 80

    • Speed to Damage -> 0.0001

    • KineticResist -> -0.2

    • APBulletResist -> -0.5

  • Capacitive Armor Added

    • Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"

    • Health -> 100

    • Regeneration -> -0.01

Vehicle Research

  • Capacitive Armor Added

    • Parent -> "Advanced Magnet Research"

    • Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."

    • Time -> 60

  • Lab-Grown Technologies Added

    • Parent -> "Biology"

    • Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."

    • Time -> 60

  • Brittle Armor Added

    • Parent -> "Lab-Grown Technologies"

    • Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."

    • Time -> 60

Infantry Weapons

  • Pistol1

    • SemiAutomatic 1 -> 0

    • Clip Size 12 -> 18

    • Starting Ammo 24 -> 36

    • Max Ammo 36 -> 72

  • Machine Pistol

    • DuckingSpreadDecrement 0.04 -> 0.025

  • Shotty Pistol

    • Cycle Time 0.5 -> 0.18

    • SemiAutomatic 1 -> 0

    • ProneSpreadModifier 0.03 -> 0.06

    • Spread Increments -> 0

  • Shotgun

    • Max Damage 25 -> 20

    • Min Damage 15 -> 9

    • ProneSpreadModifier 0.03 -> 0.06
Empires Mod - =[BSID]= 1LT Beerdude26
For a detailed description and motivation of the changes, head over to the forums.

Added
  • New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.

Fixed

  • Fixed NF crates again.

  • Fixed the visual bug in blend textures on emp_slaughtered.

  • Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.

Script Changes

Vehicle Weapons

  • Plasma Cannon

  • Damage 95 -> 110

  • Heat 15 -> 20

  • Cycle Time 2.5 -> 3

  • Heat To Target 15 -> 20

Vehicle Engines

  • Gas Turbine Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

  • 3Phase Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

Vehicle Armor

  • Plain Armor

    • Weight 15 -> 20

    • Cost 5 -> 10

  • Composite Armor

    • Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."
      [INDENT] -> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."[/indent]

    • Cost 24 -> 12

    • Health 80 -> 40

    • Regeneration 0.0125 -> 0.05

    • Heat to Damage Modifier -0.025 -> -0.05

    • Angle Modifier 0.5 -> 0.75

    • Speed to Damage Modifier -0.00002 -> -0.000035

  • Reactive Armor

    • Health 120 -> 100

  • Reflective Armor

    • Health 100 -> 80

  • Regenerative Armor

    • Health 60 -> 40

    • Regeneration 0.1 -> 0.2

  • Absorbant Armor

    • Health 60 -> 40

  • Budget Armor

    • Health 60 -> 40

Vehicle Research

  • Composite Armor 150 -> 90

Vehicle Chassis

  • NF APC

    • Health 150 -> 250

  • NF Light Tank

    • Health 150 -> 200

  • NF Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Heavy Tank

    • Base Weight 926 -> 846

    • Max Armor Plates Per Side 7 -> 6

    • Max Missile Launchers 5 -> 6

    • Health 250 -> 500

    • Recycle Percentage 25% -> 40%

    • Second ML Slots 2 -> 3

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Arty Tank

    • Health 150 -> 250

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE APC

    • Health 150 -> 250

  • BE AFV

    • Health 200 -> 300

  • BE Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Heavy Tank

    • Health 250 -> 400

    • Recycle Percentage 25% -> 40%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Arty Tank

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

Building Changes

  • MG Turrets

    • turret turn speed level 1 250 -> 200

    • turret turn speed level 2 250 -> 200

    • turret turn speed level 3 250 -> 200

  • ML Turrets

    • turret rof level 1 4 -> 5

Infantry Classes

  • All BE Classes

    • Added Machine Pistol

  • Engineer

    • Added Shotgun

  • Rifleman

    • Removed Shotgun

    • Added Sniper Rifle

Infantry Weapons

  • Pistol 2

    • Kick Increased.

  • BEAR

    • Starting Ammo 90 -> 60

  • NF HR

    • Damage 8 -> 45

    • Bullets 10 -> 1

    • CycleTime 0.24 -> 0.25

    • Minimal Damage 1 -> 25

    • SemiAutomatic 1 -> 0

    • clip_size 12 -> 15

    • Starting Ammo 36 -> 30

    • Max Ammo 45 -> 60

    • Spread edited significantly.

    • Kick increased.

  • Shotgun

    • Damage 30 -> 25

    • Bullets 24 -> 16

    • Falloff 425 -> 350

    • Falloffbase 0.60 -> 0.9

    • Minimal Damage 1 -> 15

    • StandingSpread 0.15 -> 0.07

    • Ducking Spread 0.11 -> 0.04

    • Prone Spread 0.07 -> 0.04

    • StandingSpreadModifier 0.15 -> 0.07

    • Ducking SpreadModifier 0.11 -> 0.04

    • Prone SpreadModifier 0.07 -> 0.04

  • Sniper Rifle

    • Damage 75 -> 50

    • Falloff 6000 -> 5000

    • Minimal Damage 30 -> 20

    • Damage Head Modifier 1.8 -> 2.3

    • Damage Chest/Stomach Modifier 1 -> 1.2

    • Damage Limb Modifier 0.7 -> 1

    • clip_size 5 -> 10

  • RPG & Mortar share each other's ammo pool.
Empires Mod - Beerdude26
For a detailed description and motivation of the changes, head over to the forums.

Added
  • New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.

Fixed

  • Fixed NF crates again.

  • Fixed the visual bug in blend textures on emp_slaughtered.

  • Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.

Script Changes

Vehicle Weapons

  • Plasma Cannon

  • Damage 95 -> 110

  • Heat 15 -> 20

  • Cycle Time 2.5 -> 3

  • Heat To Target 15 -> 20

Vehicle Engines

  • Gas Turbine Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

  • 3Phase Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

Vehicle Armor

  • Plain Armor

    • Weight 15 -> 20

    • Cost 5 -> 10

  • Composite Armor

    • Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."
      [INDENT] -> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."[/indent]

    • Cost 24 -> 12

    • Health 80 -> 40

    • Regeneration 0.0125 -> 0.05

    • Heat to Damage Modifier -0.025 -> -0.05

    • Angle Modifier 0.5 -> 0.75

    • Speed to Damage Modifier -0.00002 -> -0.000035

  • Reactive Armor

    • Health 120 -> 100

  • Reflective Armor

    • Health 100 -> 80

  • Regenerative Armor

    • Health 60 -> 40

    • Regeneration 0.1 -> 0.2

  • Absorbant Armor

    • Health 60 -> 40

  • Budget Armor

    • Health 60 -> 40

Vehicle Research

  • Composite Armor 150 -> 90

Vehicle Chassis

  • NF APC

    • Health 150 -> 250

  • NF Light Tank

    • Health 150 -> 200

  • NF Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Heavy Tank

    • Base Weight 926 -> 846

    • Max Armor Plates Per Side 7 -> 6

    • Max Missile Launchers 5 -> 6

    • Health 250 -> 500

    • Recycle Percentage 25% -> 40%

    • Second ML Slots 2 -> 3

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Arty Tank

    • Health 150 -> 250

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE APC

    • Health 150 -> 250

  • BE AFV

    • Health 200 -> 300

  • BE Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Heavy Tank

    • Health 250 -> 400

    • Recycle Percentage 25% -> 40%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Arty Tank

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

Building Changes

  • MG Turrets

    • turret turn speed level 1 250 -> 200

    • turret turn speed level 2 250 -> 200

    • turret turn speed level 3 250 -> 200

  • ML Turrets

    • turret rof level 1 4 -> 5

Infantry Classes

  • All BE Classes

    • Added Machine Pistol

  • Engineer

    • Added Shotgun

  • Rifleman

    • Removed Shotgun

    • Added Sniper Rifle

Infantry Weapons

  • Pistol 2

    • Kick Increased.

  • BEAR

    • Starting Ammo 90 -> 60

  • NF HR

    • Damage 8 -> 45

    • Bullets 10 -> 1

    • CycleTime 0.24 -> 0.25

    • Minimal Damage 1 -> 25

    • SemiAutomatic 1 -> 0

    • clip_size 12 -> 15

    • Starting Ammo 36 -> 30

    • Max Ammo 45 -> 60

    • Spread edited significantly.

    • Kick increased.

  • Shotgun

    • Damage 30 -> 25

    • Bullets 24 -> 16

    • Falloff 425 -> 350

    • Falloffbase 0.60 -> 0.9

    • Minimal Damage 1 -> 15

    • StandingSpread 0.15 -> 0.07

    • Ducking Spread 0.11 -> 0.04

    • Prone Spread 0.07 -> 0.04

    • StandingSpreadModifier 0.15 -> 0.07

    • Ducking SpreadModifier 0.11 -> 0.04

    • Prone SpreadModifier 0.07 -> 0.04

  • Sniper Rifle

    • Damage 75 -> 50

    • Falloff 6000 -> 5000

    • Minimal Damage 30 -> 20

    • Damage Head Modifier 1.8 -> 2.3

    • Damage Chest/Stomach Modifier 1 -> 1.2

    • Damage Limb Modifier 0.7 -> 1

    • clip_size 5 -> 10

  • RPG & Mortar share each other's ammo pool.
Empires Mod - Roy Awesome
A highly detailed explanation of the changelog can be found here: http://forums.empiresmod.com/showpost.php?p=492657&postcount=2

Fixed
  • Fixed mission collision meshes on nf_crate models.
  • Flipped the green channel on the NF apc normal map & reduced $detailblendfactor
  • Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.
  • Fixed issue with squad reviving players who hadn't spawned yet
Changed
  • Removed bullet pushback effects
  • Disabled health regen during infantry Sudden Death
  • Turret radius in comm view is now based off scripted range
  • Vehicles can't fire weapon if it would exceed heat capacity
  • Players now appear outside of vehicles if they die in the vehicle
  • Ammo upgrade now doubles starting ammo
Script Changes
Vehicle Weapons
  • BioMG
    • Damage 5 -> 6
    • Heat 2.25 -> 1
    • Total Ammo Clips 3 -> 4
    • Reload Time 10 -> 4
    • Heat To Target 0 -> 0.1
  • DU MG
    • Damage 6 -> 4
    • Heat 2 -> 1
    • Cycle Time 0.15 -> 0.1
    • Clip Size 140 -> 40
    • Total Ammo Clips 3 -> 8
    • Reload Time 6 -> 2
    • Heat To Target 0 -> 0.1
    • Minimal Damage 5 -> 3
  • DU HMG
    • Damage 8 -> 6
    • Heat 2.3 -> 1
    • Cycle Time 0.12 -> 0.1
    • Clip Size 180 -> 60
    • Total Ammo Clips 3 -> 8
    • Reload Time 10 -> 3
    • Projectile Spread 0.035 -> 0.04
    • Heat To Target 0 -> 0.1
    • Minimal Damage 6 -> 4
  • Plasma MG
    • Damage 4 -> 8
    • Heat 2 -> 1.5
    • Heat To Target 2 -> 1.5
  • HE Cannon
    • Weight 70 -> 60
  • UML
    • Damage 60 -> 40
    • Speed 2500 -> 2400
    • Heat 8 -> 6
    • Cycle Time 1.0 -> 0.75
    • Clip Size 7 -> 8
    • Total Ammo Clips 7 -> 9
    • Reload Time 3.8 -> 3.0
    • Heat To Target 0.2 -> 0.1
    • Explosion Radius 100 -> 450
    • Explosion Force 50 -> 200
  • Bio ML
    • Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
      -> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.
    • Cycle Time 3.0 -> 1.2
    • Clip Size 5 -> 2
    • Total Ammo Clips 3 -> 9
  • Salvo ML
    • Icon Replaced
    • Weight 70 -> 60
    • Reload Time 8.4 -> 5.4
    • Explosion Force 20 -> 50
  • Salvo Guided ML
    • Speed 1200 -> 1800
    • Explosion Radius 110 -> 100
    • Explosion Force 40 -> 50
  • Salvo Homing ML
    • Explosion Radius 80 -> 100
    • Explosion Force 30 -> 50
  • GL
    • Explosion Radius 250 -> 500
  • Added Bio Cannon
    • Size -> 3
    • Cost -> 80
    • Research -> Biological Projectile
    • Damage -> 80
    • Speed -> 2700
    • Gravity -> 0.7
    • Heat -> 30
    • Weight -> 100
    • Cycle Time -> 5
    • Clip Size -> 20
    • Projectile Spread -> 1
    • Heat To Target -> 10
    • Explosion Radius -> 450
    • Explosion Force -> 100
    • Player Bio Damage -> 5
    • Player Bio Time -> 15
    • Player Bio Interval -> 1
    • Vehicle Bio Damage -> 10
    • Vehicle Bio Time -> 15
    • Vehicle Bio Interval -> 1
  • Added Fast ML
    • Size -> 1
    • Cost -> 50
    • Research -> [none needed]
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 9
    • Weight -> 40
    • Cycle Time -> 1.8
    • Total Ammo Clips -> 5
    • Reload Time -> 3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Light Salvo ML
    • Size -> 1
    • Cost -> 30
    • Research -> Salvo Missile Launcher
    • Damage -> 40
    • Speed -> 1800
    • Heat -> 6
    • Weight -> 20
    • Cycle Time -> -0.1
    • Total Ammo Clips -> 12
    • Reload Time -> 5.8
    • Projectile Spread -> 1.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Double ML
    • Size -> 2
    • Cost -> 60
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 70
    • Cycle Time -> -0.1
    • Clip Size -> 2
    • Total Ammo Clips -> 36
    • Reload Time -> 1.3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Triple ML
    • Size -> 3
    • Cost -> 80
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 100
    • Cycle Time -> -0.1
    • Clip Size -> 3
    • Total Ammo Clips -> 36
    • Reload Time -> 1.2
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
Vehicle Engines
  • Antique Engine
    • Name Antique -> Standard
    • Description This old engine is slower and hotter than any other engine.
      -> This is the standard engine with inferior properties.
  • Gas Turbine Engine
    • Cost (APC) 20 -> 40
    • Cost (non-APC chassis) 30 -> 40
    • Weight 10 -> 20
    • Max Speed -> +3
    • Horsepower (APC) 1000 -> 1050
    • Horsepower (non-APC chassis) 2000 -> 2500
    • Stall On Heat 0.8 -> 0.9
  • Added Compact Engine
    • Cost -> 10
    • Weight -> 5
    • Research -> Compact Engine (Electrical Engineering)
    • Stall on Heat -> 0.8
    • Heat Stall Penalty -> 0
    • All other parameters similar to Biodiesel engine.
Vehicle Armor
  • Paper Armor
    • Name Paper -> Plain
    • Description A paper mache coating that offers inferior protection.
      -> Plain armor offers inferior protection from damage.
Vehicle Research
  • Upgraded Missile Warhead 90 -> 60
  • Budget Armor 120 -> 60
  • Rail Gun 120 -> 90
  • Advanced Semiconductor Research
    • Parent -> Electrical Engineering
    • Time -> 60
  • Multi Missile Launcher
    • Parent -> Advanced Semiconductor Research
    • Time -> 90
  • Compact Engine
    • Parent -> Advanced Semiconductor Research
    • Time -> 30
Vehicle Chassis
  • NF Jeep
    • Reverted Handling to that of version 2.52.
  • NF Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
[/list]

The rest of the patch notes can be found on our forums: http://forums.empiresmod.com/showthread.php?p=493649
Empires Mod - Roy Awesome
A highly detailed explanation of the changelog can be found here: http://forums.empiresmod.com/showpost.php?p=492657&postcount=2

Fixed
  • Fixed mission collision meshes on nf_crate models.
  • Flipped the green channel on the NF apc normal map & reduced $detailblendfactor
  • Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.
  • Fixed issue with squad reviving players who hadn't spawned yet
Changed
  • Removed bullet pushback effects
  • Disabled health regen during infantry Sudden Death
  • Turret radius in comm view is now based off scripted range
  • Vehicles can't fire weapon if it would exceed heat capacity
  • Players now appear outside of vehicles if they die in the vehicle
  • Ammo upgrade now doubles starting ammo
Script Changes
Vehicle Weapons
  • BioMG
    • Damage 5 -> 6
    • Heat 2.25 -> 1
    • Total Ammo Clips 3 -> 4
    • Reload Time 10 -> 4
    • Heat To Target 0 -> 0.1
  • DU MG
    • Damage 6 -> 4
    • Heat 2 -> 1
    • Cycle Time 0.15 -> 0.1
    • Clip Size 140 -> 40
    • Total Ammo Clips 3 -> 8
    • Reload Time 6 -> 2
    • Heat To Target 0 -> 0.1
    • Minimal Damage 5 -> 3
  • DU HMG
    • Damage 8 -> 6
    • Heat 2.3 -> 1
    • Cycle Time 0.12 -> 0.1
    • Clip Size 180 -> 60
    • Total Ammo Clips 3 -> 8
    • Reload Time 10 -> 3
    • Projectile Spread 0.035 -> 0.04
    • Heat To Target 0 -> 0.1
    • Minimal Damage 6 -> 4
  • Plasma MG
    • Damage 4 -> 8
    • Heat 2 -> 1.5
    • Heat To Target 2 -> 1.5
  • HE Cannon
    • Weight 70 -> 60
  • UML
    • Damage 60 -> 40
    • Speed 2500 -> 2400
    • Heat 8 -> 6
    • Cycle Time 1.0 -> 0.75
    • Clip Size 7 -> 8
    • Total Ammo Clips 7 -> 9
    • Reload Time 3.8 -> 3.0
    • Heat To Target 0.2 -> 0.1
    • Explosion Radius 100 -> 450
    • Explosion Force 50 -> 200
  • Bio ML
    • Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
      -> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.
    • Cycle Time 3.0 -> 1.2
    • Clip Size 5 -> 2
    • Total Ammo Clips 3 -> 9
  • Salvo ML
    • Icon Replaced
    • Weight 70 -> 60
    • Reload Time 8.4 -> 5.4
    • Explosion Force 20 -> 50
  • Salvo Guided ML
    • Speed 1200 -> 1800
    • Explosion Radius 110 -> 100
    • Explosion Force 40 -> 50
  • Salvo Homing ML
    • Explosion Radius 80 -> 100
    • Explosion Force 30 -> 50
  • GL
    • Explosion Radius 250 -> 500
  • Added Bio Cannon
    • Size -> 3
    • Cost -> 80
    • Research -> Biological Projectile
    • Damage -> 80
    • Speed -> 2700
    • Gravity -> 0.7
    • Heat -> 30
    • Weight -> 100
    • Cycle Time -> 5
    • Clip Size -> 20
    • Projectile Spread -> 1
    • Heat To Target -> 10
    • Explosion Radius -> 450
    • Explosion Force -> 100
    • Player Bio Damage -> 5
    • Player Bio Time -> 15
    • Player Bio Interval -> 1
    • Vehicle Bio Damage -> 10
    • Vehicle Bio Time -> 15
    • Vehicle Bio Interval -> 1
  • Added Fast ML
    • Size -> 1
    • Cost -> 50
    • Research -> [none needed]
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 9
    • Weight -> 40
    • Cycle Time -> 1.8
    • Total Ammo Clips -> 5
    • Reload Time -> 3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Light Salvo ML
    • Size -> 1
    • Cost -> 30
    • Research -> Salvo Missile Launcher
    • Damage -> 40
    • Speed -> 1800
    • Heat -> 6
    • Weight -> 20
    • Cycle Time -> -0.1
    • Total Ammo Clips -> 12
    • Reload Time -> 5.8
    • Projectile Spread -> 1.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Double ML
    • Size -> 2
    • Cost -> 60
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 70
    • Cycle Time -> -0.1
    • Clip Size -> 2
    • Total Ammo Clips -> 36
    • Reload Time -> 1.3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Triple ML
    • Size -> 3
    • Cost -> 80
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 100
    • Cycle Time -> -0.1
    • Clip Size -> 3
    • Total Ammo Clips -> 36
    • Reload Time -> 1.2
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
Vehicle Engines
  • Antique Engine
    • Name Antique -> Standard
    • Description This old engine is slower and hotter than any other engine.
      -> This is the standard engine with inferior properties.
  • Gas Turbine Engine
    • Cost (APC) 20 -> 40
    • Cost (non-APC chassis) 30 -> 40
    • Weight 10 -> 20
    • Max Speed -> +3
    • Horsepower (APC) 1000 -> 1050
    • Horsepower (non-APC chassis) 2000 -> 2500
    • Stall On Heat 0.8 -> 0.9
  • Added Compact Engine
    • Cost -> 10
    • Weight -> 5
    • Research -> Compact Engine (Electrical Engineering)
    • Stall on Heat -> 0.8
    • Heat Stall Penalty -> 0
    • All other parameters similar to Biodiesel engine.
Vehicle Armor
  • Paper Armor
    • Name Paper -> Plain
    • Description A paper mache coating that offers inferior protection.
      -> Plain armor offers inferior protection from damage.
Vehicle Research
  • Upgraded Missile Warhead 90 -> 60
  • Budget Armor 120 -> 60
  • Rail Gun 120 -> 90
  • Advanced Semiconductor Research
    • Parent -> Electrical Engineering
    • Time -> 60
  • Multi Missile Launcher
    • Parent -> Advanced Semiconductor Research
    • Time -> 90
  • Compact Engine
    • Parent -> Advanced Semiconductor Research
    • Time -> 30
Vehicle Chassis
  • NF Jeep
    • Reverted Handling to that of version 2.52.
  • NF Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
[/list]

The rest of the patch notes can be found on our forums: http://forums.empiresmod.com/showthread.php?p=493649
...

Search news
Archive
2024
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002