Sep 9, 2017
Empires Mod - Smithy
Bugfixes
  • Fix to address key binds not executing properly.
Sep 9, 2017
Empires Mod - Smithy
Bugfixes
  • Fix to address key binds not executing properly.
Sep 9, 2017
Empires Mod - Smithy
Bugfixes
  • Fixed some incorrect movement speed values as of last patch.
  • Fixed incorrect map names in the default map cycle files.
  • Fixed the ladders on the map emp_coast.
  • Changed the particle effect for Standard ML because it resembled blood splatter on lower settings.
  • Changes have been made on the map emp_crossroads to address issues with vehicles getting stuck in the ramps.
Features
  • Added team warnings when command vehicle takes environmental damage. (Drowning/flipped)
  • Changes to how stamina discharges.
    • Sprinting when ducked or prone will now drain less stamina. You're not gaining the full sprint effect that you would if you were running normally, so it now matches your the speed gain.
    • Sprinting will now only drain stamina if you're pressing a forward/backwards key, are on the ground and are moving fast enough to actually activate sprint.
Misc changes
  • Added some decals requested by mappers. (Team emblems and arrows to help better inform players)
  • Added new models that are used in emp_crossroads.
Sep 9, 2017
Empires Mod - Smithy
Bugfixes
  • Fixed some incorrect movement speed values as of last patch.
  • Fixed incorrect map names in the default map cycle files.
  • Fixed the ladders on the map emp_coast.
  • Changed the particle effect for Standard ML because it resembled blood splatter on lower settings.
  • Changes have been made on the map emp_crossroads to address issues with vehicles getting stuck in the ramps.
Features
  • Added team warnings when command vehicle takes environmental damage. (Drowning/flipped)
  • Changes to how stamina discharges.
    • Sprinting when ducked or prone will now drain less stamina. You're not gaining the full sprint effect that you would if you were running normally, so it now matches your the speed gain.
    • Sprinting will now only drain stamina if you're pressing a forward/backwards key, are on the ground and are moving fast enough to actually activate sprint.
Misc changes
  • Added some decals requested by mappers. (Team emblems and arrows to help better inform players)
  • Added new models that are used in emp_crossroads.
Empires Mod - Smithy
We released an update!
These changes should address the recent instability issues that people have been experiencing. We recognize that these issues ruin your enjoyment of the game and we apologize for the delay in getting these fixes out to you...

Empires has a very small team of developers; all of whom have other commitments, such as careers and study. Unfortunately, as a result this means that we only have a limited amount of time available to work on Empires. Don't worry though, we're still committed to improving Empires and we appreciate you sticking with us.

You can view the list of changes for this version (2.14.5) by following this URL:
https://wiki.empiresmod.com/Version/2.14.x#Version_2.14.5

Also, we’re always looking for talented people to join the development team. You can find more information on the following page - https://www.empiresmod.com/static-md/join.html
Empires Mod - Smithy
We released an update!
These changes should address the recent instability issues that people have been experiencing. We recognize that these issues ruin your enjoyment of the game and we apologize for the delay in getting these fixes out to you...

Empires has a very small team of developers; all of whom have other commitments, such as careers and study. Unfortunately, as a result this means that we only have a limited amount of time available to work on Empires. Don't worry though, we're still committed to improving Empires and we appreciate you sticking with us.

You can view the list of changes for this version (2.14.5) by following this URL:
https://wiki.empiresmod.com/Version/2.14.x#Version_2.14.5

Also, we’re always looking for talented people to join the development team. You can find more information on the following page - https://www.empiresmod.com/static-md/join.html
Aug 20, 2017
Empires Mod - thexa4
Hi everyone.

So we're happy to announce the release a new version of Empires. This version brings a lot of fixes and important security updates to Empires, as well as script changes across most of the weapons to correct their damage after fixing the min/max damage issue.

Features
  • Added cvar to control vehicle carcass fade-out time.
  • Tank projectiles should now be predicted, so hopefully tanks stop hitting themselves.
  • GUI tweaks
  • More translatable texts
  • Added tank weapon filter entity (emp_filter_activator_weaponname)
  • Added client side predicted shells for mortar and tanks.

Bugfixes
  • Fixed a crash involving turrets with no cannon.
  • Fixed an issue with the commander warning HUD not hiding.
  • Fixed a client-side crash relating to detail objects hiding under buildings.
  • Fixed a crash related to commander building placement.
  • Fixed an issue with all machine gun weapons using the minimum damage as the maximum damage.
  • mp_chattime is no longer multiplied by two.
  • Fixed an issue with the 64th player being able to keep walking after round end.
  • Fixed a lot of purple textures on Linux.
  • Fixed a remote code execution exploit related to server executed commands.
  • Fixed tanks hitting themselves when shooting a shell at high speed.
  • Fixed the create server dialog and Dedicated server GUI (SRCDS) configure tab.
  • Fixed the ERRORNAME bug when rejoining a server.
  • Fixed the server not restoring the player's progress towards the next point awarded from recycling.
  • Fixed binds not setting themselves correctly.
  • Limited shell 'invisible' flight time to 150ms.
  • Fixed tank cannon sounds firing at the wrong time with predicted shells.
  • Fixed tank shake when firing cannons with prediction.
  • Fixed a bug with engineer recycle menu.
  • Fixed a bug with MOTD buttons occasionally not working.
  • Fixed a bug causing chat to overlap with health bar.
  • Fixed a bug causing pre-placed engineer cameras to default to the armoury model.
  • Patched security vulnerability with source sdk detected by oneupsecurity.

Script Changes
  • Std MG
    • Damage 12->17
    • Clip Size 50->60 (revert)
    • MinimalDamage 10->13
    • Falloff 1000->2000

  • Bio MG
    • Cycle Time 0.42->0.43
    • Reload Time 3.5->4
    • Vehicle Bio Time 3->2.8 (one less tick)

  • DU MG
    • Falloff 2500->3000

  • DU HMG
    • Falloff 2500->3000

  • .50 cal med
    • Damage 15->20
    • MinimalDamage 13->16
    • Total Clips 3->4
    • Reload Time 7.2->6.8

  • .50 cal heavy
    • Damage 18->23
    • Clip Size 100->120 (revert)
    • MinimalDamage 15->19

  • Chain gun
    • Damage 11->14
    • Cycle Time 0.043->0.04 (revert)
    • Clip Size 120->125 (revert)
    • MinimalDamage 8->11
    • Falloff 1000->1500
    • Falloffbase 0.7->0.75

  • Medium Chain Gun
    • Damage 13->17
    • Cycle Time 0.037->0.035 (revert)
    • Clip Size 160->175 (revert)
    • MinimalDamage 10->12
    • Falloff 1000->1500
    • Falloffbase 0.7->0.75

  • 3 phase engine
    • Medium Tank
      • Heat Output At Max 3->4
    • Heavy Tank
      • Heat Output At Max 3->4

  • Enhanced Grenadier Missile
    • Additional Damage 30->25

  • APCR Grenadier Missile
    • Additional Damage 30->25

  • Wages
    • Heal 15->13
    • Repair 15->13
    • Recycle 15->13
    • Kill 20->18
    • Sabotage 30->35
    • Defuse 20->25
    • Flag Capture 20->25
    • Squad leader bonus 15->13
    • Squad participation 15->13

  • BE&NF HMG
    • Damage 28->19
    • Falloff 2000->3000
    • MinimalDamage 18->15
  • BE Machine Pistol
    • Damage 22->11
    • Falloff 800->1500
    • MinimalDamage 10->8
  • BE&NF 9mm pistol
    • Damage 30->19
    • Falloff 1000->2500
    • MinimalDamage 17->12
  • BE .44 Pistol
    • Damage 55->37
    • Falloff 1200->2000
    • MinimalDamage 35->28
  • BE Assault Rifle
    • Damage 39->28
    • Falloff 2000->3500
    • MinimalDamage 28->22
  • BE Heavy Rifle
    • Damage 35->21
    • Falloff 2000->3500
    • MinimalDamage 20->16
  • BE&NF Scoped Rifle
    • Damage 70->60
    • Falloff 1300->4000
    • MinimalDamage 60->55
    • Headshot Modifier 2.5->3 (to guarantee one headshot kill)
    • DuckingSpread 0.0005->0.01
    • ProneSpread 0.0005->0.005
    • StandingSpreadIncrement 0.005->0.04
    • DuckingSpreadIncrement 0.002->0.02
    • ProneSpreadIncrement 0.002->0.01
  • BE&NF Shotgun
    • Damage 22->12
    • Falloff 500->1250
    • MinimalDamage 10->9
  • BE&NF SMG1
    • Damage 30->17
    • Falloff 1500->2500
    • MinimalDamage 15->13
  • BE&NF SMG2
    • Damage 30->19
    • Falloff 1000->2000
    • MinimalDamage 15->13
  • NF .50 cal Rifle
    • Damage 57->43
    • Falloff 2200->3500
    • MinimalDamage 42->35
  • NF Assault Rifle
    • Damage 38->26
    • Falloff 1500->3000
    • MinimalDamage 25->18
  • NF Buckshot pistol
    • Damage 20->11
    • Falloff 250->1000
    • MinimalDamage 11->8
  • NF SMG3
    • Damage 38->30
    • Falloff 1500->3000
    • MinimalDamage 29->23


  • .50 cal med
    • Total Clips 3->4
    • Reload Time 7.2->6.8
  • .50 cal heavy
    • Heat 0.8->0.9
    • Clip Size 100->110
    • Total Clips 3->4
    • Reload Time 9->7.5
  • Bio Diesel Engine
    • Jeep
      • Max Reverse Speed 25->45
    • APC
      • Max Reverse Speed 35->40
    • AFV/LT
      • Max Reverse Speed 32->48
    • Medium Tank
      • Max Reverse Speed 33->39
    • Heavy Tank
      • Max Reverse Speed 23->29
    • Artillery Tank
      • Max Reverse Speed 20->28
    • Fission Reactor
      • AFV/LT
        • Max Reverse Speed 34->42 (fix for inconsistency)
      • Advanced Coolant Engine
        • AFV/LT
          • Max Reverse Speed 31->40 (fix for inconsistency)

  • BE&NF HMG
    • Headshot Modifier 2->1.5
  • BE&NF 9mm Pistol
    • Headshot Modifier 1.3->1.4
  • BE Machine Pistol
    • Headshot Modifier 2->1.4
  • BE .44 Pistol
    • Headshot Modifier 1.5->1.7
  • BE Heavy Rifle
    • Headshot Modifier 1.4->1.7
  • BE Assault Rifle
    • Headshot Modifier 1.5->1.7
  • NF Assault Rifle
    • Headshot Modifier 1.4->1.7
  • BE&NF Shotgun and shotty pistol
    • Headshot Modifier 1.6->1.4
  • NF SMG3
    • Headshot Modifier 1.4->1.7
  • NF .50 cal Rifle
    • Headshot Modifier 1.5->1.7
Aug 20, 2017
Empires Mod - thexa4
Hi everyone.

So we're happy to announce the release a new version of Empires. This version brings a lot of fixes and important security updates to Empires, as well as script changes across most of the weapons to correct their damage after fixing the min/max damage issue.

Features
  • Added cvar to control vehicle carcass fade-out time.
  • Tank projectiles should now be predicted, so hopefully tanks stop hitting themselves.
  • GUI tweaks
  • More translatable texts
  • Added tank weapon filter entity (emp_filter_activator_weaponname)
  • Added client side predicted shells for mortar and tanks.

Bugfixes
  • Fixed a crash involving turrets with no cannon.
  • Fixed an issue with the commander warning HUD not hiding.
  • Fixed a client-side crash relating to detail objects hiding under buildings.
  • Fixed a crash related to commander building placement.
  • Fixed an issue with all machine gun weapons using the minimum damage as the maximum damage.
  • mp_chattime is no longer multiplied by two.
  • Fixed an issue with the 64th player being able to keep walking after round end.
  • Fixed a lot of purple textures on Linux.
  • Fixed a remote code execution exploit related to server executed commands.
  • Fixed tanks hitting themselves when shooting a shell at high speed.
  • Fixed the create server dialog and Dedicated server GUI (SRCDS) configure tab.
  • Fixed the ERRORNAME bug when rejoining a server.
  • Fixed the server not restoring the player's progress towards the next point awarded from recycling.
  • Fixed binds not setting themselves correctly.
  • Limited shell 'invisible' flight time to 150ms.
  • Fixed tank cannon sounds firing at the wrong time with predicted shells.
  • Fixed tank shake when firing cannons with prediction.
  • Fixed a bug with engineer recycle menu.
  • Fixed a bug with MOTD buttons occasionally not working.
  • Fixed a bug causing chat to overlap with health bar.
  • Fixed a bug causing pre-placed engineer cameras to default to the armoury model.
  • Patched security vulnerability with source sdk detected by oneupsecurity.

Script Changes
  • Std MG
    • Damage 12->17
    • Clip Size 50->60 (revert)
    • MinimalDamage 10->13
    • Falloff 1000->2000

  • Bio MG
    • Cycle Time 0.42->0.43
    • Reload Time 3.5->4
    • Vehicle Bio Time 3->2.8 (one less tick)

  • DU MG
    • Falloff 2500->3000

  • DU HMG
    • Falloff 2500->3000

  • .50 cal med
    • Damage 15->20
    • MinimalDamage 13->16
    • Total Clips 3->4
    • Reload Time 7.2->6.8

  • .50 cal heavy
    • Damage 18->23
    • Clip Size 100->120 (revert)
    • MinimalDamage 15->19

  • Chain gun
    • Damage 11->14
    • Cycle Time 0.043->0.04 (revert)
    • Clip Size 120->125 (revert)
    • MinimalDamage 8->11
    • Falloff 1000->1500
    • Falloffbase 0.7->0.75

  • Medium Chain Gun
    • Damage 13->17
    • Cycle Time 0.037->0.035 (revert)
    • Clip Size 160->175 (revert)
    • MinimalDamage 10->12
    • Falloff 1000->1500
    • Falloffbase 0.7->0.75

  • 3 phase engine
    • Medium Tank
      • Heat Output At Max 3->4
    • Heavy Tank
      • Heat Output At Max 3->4

  • Enhanced Grenadier Missile
    • Additional Damage 30->25

  • APCR Grenadier Missile
    • Additional Damage 30->25

  • Wages
    • Heal 15->13
    • Repair 15->13
    • Recycle 15->13
    • Kill 20->18
    • Sabotage 30->35
    • Defuse 20->25
    • Flag Capture 20->25
    • Squad leader bonus 15->13
    • Squad participation 15->13

  • BE&NF HMG
    • Damage 28->19
    • Falloff 2000->3000
    • MinimalDamage 18->15
  • BE Machine Pistol
    • Damage 22->11
    • Falloff 800->1500
    • MinimalDamage 10->8
  • BE&NF 9mm pistol
    • Damage 30->19
    • Falloff 1000->2500
    • MinimalDamage 17->12
  • BE .44 Pistol
    • Damage 55->37
    • Falloff 1200->2000
    • MinimalDamage 35->28
  • BE Assault Rifle
    • Damage 39->28
    • Falloff 2000->3500
    • MinimalDamage 28->22
  • BE Heavy Rifle
    • Damage 35->21
    • Falloff 2000->3500
    • MinimalDamage 20->16
  • BE&NF Scoped Rifle
    • Damage 70->60
    • Falloff 1300->4000
    • MinimalDamage 60->55
    • Headshot Modifier 2.5->3 (to guarantee one headshot kill)
    • DuckingSpread 0.0005->0.01
    • ProneSpread 0.0005->0.005
    • StandingSpreadIncrement 0.005->0.04
    • DuckingSpreadIncrement 0.002->0.02
    • ProneSpreadIncrement 0.002->0.01
  • BE&NF Shotgun
    • Damage 22->12
    • Falloff 500->1250
    • MinimalDamage 10->9
  • BE&NF SMG1
    • Damage 30->17
    • Falloff 1500->2500
    • MinimalDamage 15->13
  • BE&NF SMG2
    • Damage 30->19
    • Falloff 1000->2000
    • MinimalDamage 15->13
  • NF .50 cal Rifle
    • Damage 57->43
    • Falloff 2200->3500
    • MinimalDamage 42->35
  • NF Assault Rifle
    • Damage 38->26
    • Falloff 1500->3000
    • MinimalDamage 25->18
  • NF Buckshot pistol
    • Damage 20->11
    • Falloff 250->1000
    • MinimalDamage 11->8
  • NF SMG3
    • Damage 38->30
    • Falloff 1500->3000
    • MinimalDamage 29->23


  • .50 cal med
    • Total Clips 3->4
    • Reload Time 7.2->6.8
  • .50 cal heavy
    • Heat 0.8->0.9
    • Clip Size 100->110
    • Total Clips 3->4
    • Reload Time 9->7.5
  • Bio Diesel Engine
    • Jeep
      • Max Reverse Speed 25->45
    • APC
      • Max Reverse Speed 35->40
    • AFV/LT
      • Max Reverse Speed 32->48
    • Medium Tank
      • Max Reverse Speed 33->39
    • Heavy Tank
      • Max Reverse Speed 23->29
    • Artillery Tank
      • Max Reverse Speed 20->28
    • Fission Reactor
      • AFV/LT
        • Max Reverse Speed 34->42 (fix for inconsistency)
      • Advanced Coolant Engine
        • AFV/LT
          • Max Reverse Speed 31->40 (fix for inconsistency)

  • BE&NF HMG
    • Headshot Modifier 2->1.5
  • BE&NF 9mm Pistol
    • Headshot Modifier 1.3->1.4
  • BE Machine Pistol
    • Headshot Modifier 2->1.4
  • BE .44 Pistol
    • Headshot Modifier 1.5->1.7
  • BE Heavy Rifle
    • Headshot Modifier 1.4->1.7
  • BE Assault Rifle
    • Headshot Modifier 1.5->1.7
  • NF Assault Rifle
    • Headshot Modifier 1.4->1.7
  • BE&NF Shotgun and shotty pistol
    • Headshot Modifier 1.6->1.4
  • NF SMG3
    • Headshot Modifier 1.4->1.7
  • NF .50 cal Rifle
    • Headshot Modifier 1.5->1.7
Apr 30, 2017
Empires Mod - Smithy
This is primarily aimed at being a hotfix patch, however there are some script changes that affect vehicle machine guns.

Bugfixes
  • Fix for cannon shells hitting your own tank.
  • Fixed the new HUD element for commander under attack warning not being displayed.
Script changes
  • Standard Machine Gun
    • Damage increase 12 -> 17
    • Minimal Damage increase 10 -> 13 (Minimum damage after falloff is applied)
    • Clip size increase 50 -> 60
  • Bio Machine Gun
    • Cycle time increase 0.42 -> 0.43
    • Reload time increase 3.5 -> 4
    • Vehicle bio time decrease 3 -> 2.8
  • .50 Caliber Medium Machine Gun
    • Damage increase 15 -> 20
    • Minimal Damage increase 13 -> 16 (Minimum damage after falloff is applied)
  • .50 Caliber Heavy Machine Gun
    • Damage increase 18 -> 23
    • Minimal Damage increase 15 -> 19 (Minimum damage after falloff is applied)
    • Clip size increase 100 -> 120
  • Chain Gun
    • Damage increase 11 -> 14
    • Cycle time decrease 0.043 -> 0.4
    • Minimal Damage increase 8 -> 11 (Minimum damage after falloff is applied)
    • Clip size increase 120 -> 125
  • Medium Chain Gun
    • Damage increase 13 -> 17
    • Cycle time decrease 0.037 -> 0.035
    • Minimal Damage increase 10 -> 12 (Minimum damage after falloff is applied)
    • Clip size increase 160 -> 175
Apr 30, 2017
Empires Mod - Smithy
This is primarily aimed at being a hotfix patch, however there are some script changes that affect vehicle machine guns.

Bugfixes
  • Fix for cannon shells hitting your own tank.
  • Fixed the new HUD element for commander under attack warning not being displayed.
Script changes
  • Standard Machine Gun
    • Damage increase 12 -> 17
    • Minimal Damage increase 10 -> 13 (Minimum damage after falloff is applied)
    • Clip size increase 50 -> 60
  • Bio Machine Gun
    • Cycle time increase 0.42 -> 0.43
    • Reload time increase 3.5 -> 4
    • Vehicle bio time decrease 3 -> 2.8
  • .50 Caliber Medium Machine Gun
    • Damage increase 15 -> 20
    • Minimal Damage increase 13 -> 16 (Minimum damage after falloff is applied)
  • .50 Caliber Heavy Machine Gun
    • Damage increase 18 -> 23
    • Minimal Damage increase 15 -> 19 (Minimum damage after falloff is applied)
    • Clip size increase 100 -> 120
  • Chain Gun
    • Damage increase 11 -> 14
    • Cycle time decrease 0.043 -> 0.4
    • Minimal Damage increase 8 -> 11 (Minimum damage after falloff is applied)
    • Clip size increase 120 -> 125
  • Medium Chain Gun
    • Damage increase 13 -> 17
    • Cycle time decrease 0.037 -> 0.035
    • Minimal Damage increase 10 -> 12 (Minimum damage after falloff is applied)
    • Clip size increase 160 -> 175
...

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