Empires Mod - Smithy
Bugfixes
  • A fix to hopefully address the "Enemy Too Near" bug that occurs.
Non-code changes
  • Darker UI in general
  • New squad power icons
  • New nuke particle effect
  • Removed emp_noreturn
  • Removed duplicate sourcetest folder
  • New prop models
Script changes
  • 3-slot Plasma CN cost 80->130 Damage 80->82 Speed 3000->3100 Gravity 0.4125->0.4 Exp Radius 325->300
  • Cost of most vehicle weapons redone. (mostly increased)
  • Adding 2-slot plasma CN, creating separate research for 2-slot and 3-slot plasma CN.
  • HE CN explosion radius 450->425
  • Vehicle speed drop. (very slightly)
  • Capacitive Damage to heat absorbed 0.045->0.04
  • DUMG Projectile Spread 0.02->0.018
  • 180mm&203mm arty buff.
  • Max ammo of NFHR and HMG will actually be multiples of clipsize.
  • SMG3 rework part 2 (buff)
  • NF med cost 150->170
  • NF med max weight 1092->1077
  • Guided ML speed 1200->1400
  • Overall slight nerf for BEAR.
  • SMG2 headshot modifier 1.2->1.4 (same as SMG1)
  • Adding Bio Cannon.
  • HEMG damage 10.5->10
  • Bio ML tweaks.
Empires Mod - Smithy
Bugfixes
  • A fix to hopefully address the "Enemy Too Near" bug that occurs.
Non-code changes
  • Darker UI in general
  • New squad power icons
  • New nuke particle effect
  • Removed emp_noreturn
  • Removed duplicate sourcetest folder
  • New prop models
Script changes
  • 3-slot Plasma CN cost 80->130 Damage 80->82 Speed 3000->3100 Gravity 0.4125->0.4 Exp Radius 325->300
  • Cost of most vehicle weapons redone. (mostly increased)
  • Adding 2-slot plasma CN, creating separate research for 2-slot and 3-slot plasma CN.
  • HE CN explosion radius 450->425
  • Vehicle speed drop. (very slightly)
  • Capacitive Damage to heat absorbed 0.045->0.04
  • DUMG Projectile Spread 0.02->0.018
  • 180mm&203mm arty buff.
  • Max ammo of NFHR and HMG will actually be multiples of clipsize.
  • SMG3 rework part 2 (buff)
  • NF med cost 150->170
  • NF med max weight 1092->1077
  • Guided ML speed 1200->1400
  • Overall slight nerf for BEAR.
  • SMG2 headshot modifier 1.2->1.4 (same as SMG1)
  • Adding Bio Cannon.
  • HEMG damage 10.5->10
  • Bio ML tweaks.
Empires Mod - Smithy
Empires 2.9.3 "Battery"
August 16, 2016

* Bugfixes:
Fixed a bug caused by the previous patch. - Turrets were not colliding with vehicles.
Empires Mod - Smithy
Empires 2.9.3 "Battery"
August 16, 2016

* Bugfixes:
Fixed a bug caused by the previous patch. - Turrets were not colliding with vehicles.
Empires Mod - Smithy
Empires 2.9.2 "Battery"
August 14, 2016

* Bugfixes:
Fixed a bug where small walls were using the large walls collisions for vehicles.
Empires Mod - Smithy
Empires 2.9.2 "Battery"
August 14, 2016

* Bugfixes:
Fixed a bug where small walls were using the large walls collisions for vehicles.
Empires Mod - Smithy
Empires 2.9.1 "Battery"
August 13, 2016

* Bugfixes:
Fixed a bug where turrets were counted toward building limit, not turret limit.
Empires Mod - Smithy
Empires 2.9.1 "Battery"
August 13, 2016

* Bugfixes:
Fixed a bug where turrets were counted toward building limit, not turret limit.
Empires Mod - Bob2
Empires 2.9.0 "Battery"
August 13, 2016

* Features:
Linux client and server, including easy installation using LGSM
Building upgrades are now split into their own script definitions which allows values to be overridden when a building upgrades. For example turret damage can now be set when it is upgraded.
Removed various code restrictions that meant only turrets could be upgraded. This means that new building upgrade definitions are now a possibility.
Maximum carcass health is now defined in scripts, defaults to vehicle health.
Concussion grenades re-added.
Resource income now displays total income from all captured refineries and flags without using averaging; this should make it easier to notice when your income changes without random fluctuations. Resource deductions will display as and when they occur.
Resources and wages will now display as rounded figures. This helps to make sure all the information stays visible without overlapping or going off-screen.
Removed hardcoded layout for hud ammo indicator.
Standing near an unbuilt refinery point shows a hint that you have to move away.

* Bugfixes:
Made walls placable in Hammer.
Fixed the bug causing players to spawn in Barracks facing East; players will now spawn facing the nearest exit.
Fixed a bug where an engineer could place small walls even though they hit their limit.
Fixed persistent wall ghosts when holstering engineer tool.
Fixed a bug where the start position of a wall would be the map origin, meaning players would be unable to place a wall until they right clicked.
Engineer recycling no longer gives more resources when recycling without repair upgrade.
Turrets upgrade instantly after turret upgrade research.
Fixed scout class being named assault at the end of a round.
Removed unused emp_sv_refinery_interval cvar.
Made default class on start of game engineer instead of scout.
Fixed guard order drawing outline with an extra side.
Fixed gui images becoming blurry on low graphics settings.
Intro video has been fixed.
Hints should no longer show when inside a vehicle; destroyed vehicles show their own hint.
Engineer buildables no longer block building placement for commander.
Fixed news panel in menu.

* Non-code changes:
Added emp_money_2016 with prebuilt walls on the entrances.
Fixed third flag on emp_escort giving Brenodi reinforcements multiple times.
Added ocean water material for use in mapping.
Improved NF jeep VGUI images.
Hud style updated.
Updated some collisions for old Brenodi props.

* More detailed balancing changelog:
NF SMG3
Damage 40->38
MinimalDamage 30->28

StandingSpreadMax 0.3->0.25
DuckingSpreadMax 0.2->0.17
ProneSpreadMax 0.2->0.14

StandingSpreadIncrement 0.009->0.0082
DuckingSpreadIncrement 0.006->00055
ProneSpreadIncrement 0.005->0.0046

Sticky Grenade
Damage 150->175

Commander vehicle
InfantryStickyResist 0->0.25

Advanced Coolant Engine
Heat Output At Max
6->5 for AFV/LT
7->6 for Medium
6->5 for Heavy

GL
Gravity 1->0.92
Cycle time 3->2.5
Total Ammo Clips 2->4
Reload Time 10->6
UGL
Gravity 0.9->0.88
Total Ammo Clips 3->4
Reload Time 12->8

Bio MG
Vehicle Bio Damage 3->4

Plasma MG
Damage 4->5
Cycle time 0.4->0.35
Heat to Target 1.6->1.8

HEMG
Projectile Spread 0.015->0.025
DUMG & DUHMG
Projectile Spread 0.03->0.02

Guided ML
Heat 7->7.5
Cycle Time 1.0->1.2
Reload Time 6.0->5.5

Salvo ML
Weight 50->60

Plasma CN
Heat 20->15
Heat to Target 10->7
Explosion Radius 350->325

Artillery tank
Base cost 1000->850

180mm arty cannon
Gravity 0.7->0.55
203mm arty cannon
Speed 1800->1900
Gravity 0.6->0.57

Scout
Ranged arty resist 0->0.1
Other arties resist 0->0.15
Rifleman
Other arties resist 0.1->0.15
Grenadier
Other arties resist 0.3->0.4
Engineer
Ranged arty resist 0->0.1
Other arties resist 0->0.15

Capacitive Armor
Damage To Heat Absorbed 0.06->0.045

Regenerative Armor
Health 70->72

Deflective armor
Health 72->75
Angle Modifier 0.95->0.88

Absorbant Armor
Health 66->67
Speed to Damage Modifier -0.00011->-0.000112
Bio Modifier 0.3->0.45

NF Heavy Rifle
Clipsize 12->10
Empires Mod - Bob2
Empires 2.9.0 "Battery"
August 13, 2016

* Features:
Linux client and server, including easy installation using LGSM
Building upgrades are now split into their own script definitions which allows values to be overridden when a building upgrades. For example turret damage can now be set when it is upgraded.
Removed various code restrictions that meant only turrets could be upgraded. This means that new building upgrade definitions are now a possibility.
Maximum carcass health is now defined in scripts, defaults to vehicle health.
Concussion grenades re-added.
Resource income now displays total income from all captured refineries and flags without using averaging; this should make it easier to notice when your income changes without random fluctuations. Resource deductions will display as and when they occur.
Resources and wages will now display as rounded figures. This helps to make sure all the information stays visible without overlapping or going off-screen.
Removed hardcoded layout for hud ammo indicator.
Standing near an unbuilt refinery point shows a hint that you have to move away.

* Bugfixes:
Made walls placable in Hammer.
Fixed the bug causing players to spawn in Barracks facing East; players will now spawn facing the nearest exit.
Fixed a bug where an engineer could place small walls even though they hit their limit.
Fixed persistent wall ghosts when holstering engineer tool.
Fixed a bug where the start position of a wall would be the map origin, meaning players would be unable to place a wall until they right clicked.
Engineer recycling no longer gives more resources when recycling without repair upgrade.
Turrets upgrade instantly after turret upgrade research.
Fixed scout class being named assault at the end of a round.
Removed unused emp_sv_refinery_interval cvar.
Made default class on start of game engineer instead of scout.
Fixed guard order drawing outline with an extra side.
Fixed gui images becoming blurry on low graphics settings.
Intro video has been fixed.
Hints should no longer show when inside a vehicle; destroyed vehicles show their own hint.
Engineer buildables no longer block building placement for commander.
Fixed news panel in menu.

* Non-code changes:
Added emp_money_2016 with prebuilt walls on the entrances.
Fixed third flag on emp_escort giving Brenodi reinforcements multiple times.
Added ocean water material for use in mapping.
Improved NF jeep VGUI images.
Hud style updated.
Updated some collisions for old Brenodi props.

* More detailed balancing changelog:
NF SMG3
Damage 40->38
MinimalDamage 30->28

StandingSpreadMax 0.3->0.25
DuckingSpreadMax 0.2->0.17
ProneSpreadMax 0.2->0.14

StandingSpreadIncrement 0.009->0.0082
DuckingSpreadIncrement 0.006->00055
ProneSpreadIncrement 0.005->0.0046

Sticky Grenade
Damage 150->175

Commander vehicle
InfantryStickyResist 0->0.25

Advanced Coolant Engine
Heat Output At Max
6->5 for AFV/LT
7->6 for Medium
6->5 for Heavy

GL
Gravity 1->0.92
Cycle time 3->2.5
Total Ammo Clips 2->4
Reload Time 10->6
UGL
Gravity 0.9->0.88
Total Ammo Clips 3->4
Reload Time 12->8

Bio MG
Vehicle Bio Damage 3->4

Plasma MG
Damage 4->5
Cycle time 0.4->0.35
Heat to Target 1.6->1.8

HEMG
Projectile Spread 0.015->0.025
DUMG & DUHMG
Projectile Spread 0.03->0.02

Guided ML
Heat 7->7.5
Cycle Time 1.0->1.2
Reload Time 6.0->5.5

Salvo ML
Weight 50->60

Plasma CN
Heat 20->15
Heat to Target 10->7
Explosion Radius 350->325

Artillery tank
Base cost 1000->850

180mm arty cannon
Gravity 0.7->0.55
203mm arty cannon
Speed 1800->1900
Gravity 0.6->0.57

Scout
Ranged arty resist 0->0.1
Other arties resist 0->0.15
Rifleman
Other arties resist 0.1->0.15
Grenadier
Other arties resist 0.3->0.4
Engineer
Ranged arty resist 0->0.1
Other arties resist 0->0.15

Capacitive Armor
Damage To Heat Absorbed 0.06->0.045

Regenerative Armor
Health 70->72

Deflective armor
Health 72->75
Angle Modifier 0.95->0.88

Absorbant Armor
Health 66->67
Speed to Damage Modifier -0.00011->-0.000112
Bio Modifier 0.3->0.45

NF Heavy Rifle
Clipsize 12->10
...

Search news
Archive
2024
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