Empires Mod - Smithy
We're happy to announce version 2.30.3 which is live on Steam right now. Changelog below and also on our wiki:

Come join us on Discord!

Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://empiresmod.com

Changelog:
Bug fixes
  • Fixed a bug where infantry weapon spread wasn’t decrementing when going to iron-sights.
  • Fixed a bug with squad aura effects not being reapplied properly. (Most noticeable with squad accuracy upgrade as it wasn’t consistently being applied, using cl_dynamiccrosshair it appeared to cause spread to pulse)
  • Fixed an issue where players would appear to be hovering when entering a vehicle while in mid air. (The sitting animation wasn’t being set properly)
  • Fixed an issue with the scout rifle sway being able to be disabled if the player turned off prediction. (Sway speed will be slightly different than before given that it had to be re-implemented using a different method.)
  • Fixed the “Grenade Timer” script variable not being set for vehicle grenades, previously they were hard-coded to a 3 second detonation time.
  • Fixed an issue with “BioResist” script property not being set properly for Bio DoT damage on players. (Bio damage was using the wrong resist type)
  • Fixed some issues with the buildings script file which caused issues with the commander selection box display. (When selecting some engineer build-ables the selection box size was wrong or missing.)
  • Fixed an issue with concussion grenades being able to damage vehicles.
Script/Game Balance
  • Tanks are no longer able to fire if their cannon is penetrating an object. (The exception to this is other vehicles/players)
  • Changed BEHR iron-sight zoom to match the other rifles, previously it had less zoom than the other rifles in the game.
  • Scout rifle sway is now affected by the accuracy upgrade skill. (At first this will be a 25% sway reduction, this might be change based in the future if it needs balancing)
  • Increased explosion force to vehicles slightly as the previous change reduced it too much.
  • Increased APC cost by 50
  • Reduced all turret costs by 25
  • BE Heavy Rifle
    • Reduced recoil for all stances
  • BE Assault Rifle
    • Reduced recoil for all stances
    • Reduced base spread and spread increment, slightly slower spread recovery for all stances
    • Increased maximum damage from 20 to 22
    • Increased minimum damage from 10 to 11
  • BE .44 Pistol
    • Firing cycle time increased from 0.25 to 0.3
  • BE Machine Pistol
    • Increased firing speed
    • Reduced Spread Increment
    • Clip size reduced from 18 to 15
  • NF 50cal
    • Damage reduced from 43 to 40
  • NF Heavy Carbine SMG
    • Melee cycle time reduced from 0.55 to 0.45
  • All SMGs (excluding SMG3)
    • Melee damage reduced from 70 to 50
  • All Armors
    • Increased Seismic Grenade Resist from 0.95 to 1
    • Increased Concussion Grenade Resist from 0 to 1
  • Deflective Armor
    • Increased Biological Damage Multiplier from 0.75 to 1
    • Reduced damage resistances from 0.1 to 0
  • Absorbant Armor
    • Increased Infantry Missile Resistance from 0 to 0.1
    • Increased Plasma Resistance from 0 to 0.1
    • Decreased AP Bullet and Explosive Bullet Resistances from 0.15 to 0.1
Empires Mod - Smithy
We're happy to announce version 2.30.2 which is live on Steam right now. Changelog below and also on our wiki:

Come join us on Discord!

Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, www.empiresmod.com

Changelog:
Bug fixes
  • Fixed a rare crash that was caused by weapons
  • Fixed a networking issue related to rotating the command view
  • Fixed a bug causing spawns to appear blocked by team mates
  • Fixed a bug that caused player movement to be slowed down when leaving the command vehicle
  • Fixed an issue where players could be launched into the air by vehicles
  • Players that get stuck inside enemy vehicles are now killed instead of attempting to apply force to get them out (Fixes roadkill not working 100% of the time)
  • Player ragdolls now have some initial force applied to them when the player dies, previously the ragdoll would just fall to the ground.
    • Since these are client-side, you would actually see your own ragdoll have some initial force in some situations (Like roadkills); this just makes the behaviour more consistent for everyone
Script/Game Balance
  • Reduced the total explosion force applied to vehicles
  • Vehicle wheel road-kills are now triggered when the vehicle is going over 5MPH, previously 2MPH. (2MPH turned out to be too low)
  • Seat 2 of BE medium is now standing stance instead of crouch
  • Reduction in cost for AFV/LT (-50) and APC (-100)
  • Increase in cost for commander turrets(+25)
  • Reduction in cost for Armouries (-25)
  • Re-introduction of the BE Burst Rifle and Machine Pistol, damage and magazine sizes increased to compensate
  • Head-shot multiplier on all weapons reduced to 2x (3x for Scout rifles)
  • Bullet damage falloff distance on all weapons changed from 5000 units to 10000 units, minimum damage changed from approximately 75% of max damage to 50% max damage
  • Concussion grenade damage increased from 20 to 40
  • Shotgun damage per pellet increased from 15 to 20 (all 3 shotguns)
Empires Mod - Smithy
We're happy to announce version 2.30.1 which is live on Steam right now. Changelog below and also on our wiki:

Come join us on Discord!

Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, www.empiresmod.com

Features
  • Added a new particle effect for turrets disabled by concussion grenades.
  • Changes to how re-equip functions:
    • Re-equip will now restore the previously active weapon, provided the player still has the same weapon.
      • NOTE: Previously the active weapon would be changed to the weapon in slot 2 regardless of what the player was previously holding.
    • Re-equip now saves the reload state of a grenadier's RPG & Mortar and restores the original reload state of the weapon, provided the player isn't swapping to be a grenadier. In which case they would both be provided requiring a reload before use.
      • NOTE: Spawning as grenadier is unchanged, both weapons will be provided already loaded.
    • Re-equip now saves the engineer kit charge and restores the original charge, provided the player isn't swapping to be a engineer. In which case the engineer kit would be provided empty.
      • NOTE: Spawning as engineer is unchanged, the engineer kit will still be provided with full charge.
    • Sabotage progress will now reset after 2 minutes.
      • NOTE: Previously sabotage progress would persist forever, this wasn't ideal behaviour given some rounds can last over an hour.
Bug fixes
  • Fixed some issues with burst fire weapons that prevented us from implementing them.
    • NOTE: Previously you had to hold the primary fire button to fire all of the burst. This is no longer the case, burst fire should now work exactly as expected.
  • Fixed a mismatch between the client & server relating to vehicle bullets effects. Vehicle MG tracers on the client had different angles than on the server for vehicles with offset MG model attachments.
  • Fixed a small mismatch between the client & server relating to player bullet effects. This was an issue that affected bullet spread, essentially there could be a slight variance which was caused by differing player velocity values on the client/server. This mismatch should now be significantly reduced.
  • Fixed a small mismatch in bullet spread caused by the Rifleman's squad aura accuracy increase. Previously the spread reduction was only applied on the server, this is now fixed.
  • Fixed a visual bug where bullet tracers were slightly offset from where they were supposed to emit from.
  • Fixed a client/server mismatch relating to player angles whilst in vehicles. (Hitboxes on server would differ from what was represented on the client)
  • Fixed a bug with weapon spread, where if you tried to attack while out of ammo it would still increase your weapon spread.
  • Fixed a bug where squad arty could collide with the map's skybox if the ray cast was exactly 4000 units.
  • Fixed refinery starting health not using the value defined in scripts.
  • Fixed the bounding box being larger than intended for BE AFV model. This would cause mines to trigger even if the afv wasn't visually over the mine.
  • Fixed the research description for the top icon not updating properly.
  • Fixed some particle effects being assigned to the wrong model attachment. (Previously particles could only be correctly spawned from model attachments 1-32 due to a network restriction, however models can have up to 512 attachments and some of our vehicles have ~40)
  • Fixed some occasions where the Hit Tick HUD element could get stuck on screen.
  • Fixed the width of HudMessage HUD element not spanning the whole screen. This is sometimes used by server addons. (Sourcemod plugins)
  • Fixed a crash when trying to apply damage to tanks using server addons. (Sourcemod plugins)
  • Fixed a bug relating to engineer charge not regenerating correctly whilst holstered.
  • Dead players no longer emit the resupply sound.
  • Fixed an issue with missile having the wrong death notice icon.
  • Commander placed turrets no longer float in the air slightly.
  • Fixed an exploit caused by wall placement:
    • Walls are no longer allowed to be placed if the preview model intersects with the local player.
    • emp_unstuck is now only called if the player is actually stuck inside a building. Previously an unstuck would be scheduled regardless of if the player was stuck. In some circumstances this was being abused.
    • This change is primarily aimed to combat an exploit that was frequently being used by some players to reach areas of the map that weren't accessible through other means.
    • NOTE: These changes can be a little restrictive in the heat of battle. Depending on how these changes work in the short-term this behaviour may be tweaked in the future if the placement becomes a bigger problem than the exploit it resolves.
Other changes
  • Changed turret and wall gibs to last for 8 seconds instead of 15. They now fade out in the last 2 seconds instead of 3.
  • Re-enabled the HUD hint element that is sometimes used by server addons. (Sourcemod plugins)
Changes to player collision
This deserved a section all to itself this patch since a lot has changed.
  • Set default "sv_turbophysics" to 0 (This is the default in games like TF2 and shouldn't be changed back to 1 as it may cause unexpected behaviour)
    • This changes physical interactions between players and objects in the game.
    • Players can no longer push objects with the use button. (This was rarely used in Empires anyway.)
    • Players now have physical mass which will influence other physics objects. (For example standing on tanks will affect the suspension)
  • In a previous update the player "surrounding bounds" were changed to be automatically updated based on player hitbox positions.
    • This had positives and negatives
    • The biggest positive is that it fixed a problem where bullets would miss hitboxes entirely.
    • However because sv_turbophysics was previously set as 1 by default for Empires, this meant the surrounding box determined player collision. As a result, players often got stuck in each other. (For example if you jumped on top of someone while they were moving)
  • So instead, with sv_turbophysics 0; the player collisions are separated from the "surrounding bounds" and resolves the player getting stuck.
    • As a result of this we can go back to using a static size for the player "surrounding bounds". Which resolves bullets hitting hitboxes, without the additional calculations for determining the size. (Prone is still automatically determined by hitbox sizes because of the large width of the player in that stance.)
Other changes made as a result of the above
[/list]
  • Implemented various improvements to prevent players from getting stuck.
    • This includes an automatic check to fix a player stuck in a building.
    • New and improved system which should prevent players from getting stuck inside each other
  • Some small changes to player movement to make things a little smoother.
    • Eye offset positions for the player stances now transition a bit better and should feel a bit more polished.
    • Prone now triggers on button press rather than release.
    • Transitioning to prone is now slightly slower from the crouched position (Roughly 10%). (This is because it now maintains the same speed as transitioning from standing)
    • Fixed some issues where eye angles would not be at the correct height. (An example of this is spamming crouch whilst transitioning to prone)
    • Holding prone whilst in the air will cause you to start proning when you land.
  • All projectiles now have a 0.25s grace period where they will not collide with players of the same team. (This includes grenades/missiles/shells for both players and vehicles)
  • Fixed a potential client crash caused by console command "physicsshadowupdate_render"
  • Tweaked player physical bounding box for the prone stance (Slightly taller than before)
  • Tweaked player eye positions for the standing & prone stances to better reflect the actual position of the players head on the model.
    • The idea behind this is to prevent situations where enemies could shoot you but you couldn't see their head. (Like shooting over walls)
  • Implemented a new system to prevent players from going prone under vehicles that are low to the ground.
  • Vehicle road kills are now driven by the game engine's VPhysics system instead of the previous system which use raycasts to check road kills based on an timer/interval.
    • Using this new system any vehicle collision that occurred with the vehicle travelling over 15MPH will be a guaranteed road kill. If less than this the physics system will determine the damage. (Slightly scaled up for vehicles compared to other physics objects)
  • Shooting physics objects previously didn't apply any force to them, this is no longer the case.
  • Lowered force applied to players from taking damage (bullets/explosions etc)
    • MG Turrets now apply a small amount of damage force but this shouldn't be game altering.
    • Melee now applies a small amount of damage force, essentially the same as bullets already do.
Script/Game Balance
  • Scout hide is no longer removed when taking damage.
    • This was added as part of a previous bug-fix but the behaviour isn't really ideal.
  • Bullet spread distribution for players & vehicles is now circular rather than square.
  • Tweaked fall damage distances to be more forgiving. (HL2 values were in use but Empires uses a higher gravity amount by default)
    • Also tweaked the distance that the landing recoil effect triggers as this was too low and was being triggered when crouch jumping.
  • Infantry Weapons' Kick has been changed to push the player's view up instead of to the top right.
Hardcore Empires Scripts
Hardcore Empires changes have been merged into the base game. They will be used as a new foundation to build upon.
The changes below are a comparison with pre-2.30 Empires.

Economy
  • Reduced Wages rewarded for performing various actions.
  • Disabled Player Refinery Multiplier.
  • Adjusted Resource Node values for several maps.
Research
  • Researching now cost resources.
  • Adjusted the time it takes to research new chassis.
Vehicle Engines
  • Implemented Horsepower Health Penalty, your vehicle will now lose horsepower as your chassis gets damaged.
  • Several changes to Heat Dissipation have been made to give each engine a more defined identity.
  • Adjusted the engine prices for all chassis.
  • Adjusted the weight of Armored Personnel Carrier engines to be in line with the other chassis.
Vehicle Armors
  • All Vehice Armors now have a small Angle Modifier.
  • All Vehice Armors now have a small Damage to Heat Absorbed.
  • Plain Armor health has been significantly increased, it shall henceforth be known as Cardboard, Paper no longer!
Vehicle Weapons
  • Missiles have had their speed increased.
  • Buffed High Explosive Cannon.
  • Upgraded Missile Launcher is back to its original form.
  • Standard Artillery Cannons are back to their original form.
  • Anti-Tank Machine Guns have been adjusted to be better balanced.
    • Biological Machine Gun's Damage Over Time has been reduced significantly.
  • Grenade Launchers now have their own Damage Type and have had their damage against Buildings increased.
Vehicle Chassis
  • Jeeps can now have a single plate of armor. Their cost has been increased.
  • Armored Personnel Carriers (APC):
    • Cost has been increased to better match their impact on the game.
    • Weight has also been slightly increased to compensate for the engines' weight.
    • The 8th seat is back!
Buildings
  • Increased Buildings resistance against Biological Cannons.
  • Increased Buildings resistance against Plasma Cannons.
  • New Resistance against Grenade Launchers (see Vehicle Weapons).
  • Increased Turrets resistance against Biological Cannons.
  • Increased Turrets resistance against Plasma Cannons.
  • Decreased Turrets resistance against Concussion Grenades.
  • Missile Launcher Turret have had their Missiles' speed and accuracy increased.
  • Walls cost has been reduced.
  • Walls' resistance against Seismic Grenades has been reduced.
  • Walls resistance against Infantry Missile has been reduced.
Infantry Weapons
  • Headshot Multiplier has been significantly increased across the board.
  • Leg and Arm Multipliers have been increased.
  • Falloff Damage has been tweaked.
  • Fixed multiple inconsistencies with weapons' accuracy.
Infantry Resists
  • Reduced Rifleman's Infantry Bullet Resist.
  • Decreased resistance against Depleted Uranium Machine Gun.
  • Increased resistance against High Explosive Machine Gun.
Apr 22, 2020
Empires Mod - VulcanStorm
Valve has given the all-clear for both TF2 and CS:GO so I think it's safe for us to continue, I've re-enabled the server browser.

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

So, please resume playing Empires multiplayer!

Happy gaming!

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

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

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

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

- VulcanStorm
Empires Mod - Smithy
We're happy to announce version 2.28.3 which is live on Steam right now. Changes include:

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

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

Map changes
Glycencity
  • Tweaked first BE spawns so players face the vehicle factory
  • Added two level 2 ML turrets defending each vehicle factory
  • Non-essential capture point resource gain reduced from 1.0 to 0.8 per second
  • Fixed displacement seam in C2
  • Minor displacement adjustments around middle NF spawn
  • Fixed power line connections around NF 2nd flag
  • Restored missing overlays from a structure in B5
  • Fixed lighting origins on building flag icons
  • AI-related optimisation
Empires Mod - Smithy
We're happy to announce version 2.28.3 which is live on Steam right now. Changes include:

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

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

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

Other changes
  • Changed the bullet tracer particle effect. It previously travelled slow enough for players to assume they had to lead their shots for them to hit.
Empires Mod - Smithy
We're happy to announce version 2.28.2 which is live on Steam right now. Changes include:

Bug fixes
  • Fixed a bug where vehicles were not being destroyed properly when killed.
  • Fixed squad targets being able to target projectiles.
  • Fixed a few missile icons having no transparency.
  • Fixed a bug where the cursor would sometimes disappear if you had net_graph displayed.
  • Ammo/health crates now use client-side animation instead.
  • Changed water rendering to hopefully remove artifacting at the intersection between water and displacement.
  • Changed the health thresholds for building smoke/fire effects:
    • Yellow 'unbuilt' smoke stays visible until the building is fully built. (Fades the more HP the structure has)
    • Building has over 80% health = 0 smoke/flame particles
    • Building has between 60% - 80% health = 1 smoke/flame particles
    • Building has between 40% - 60% health = 2 smoke/flame particles
    • Building has between 20% - 40% health = 3 smoke/flame particles
    • Building has less than 20% health = 4 smoke/flame particles
Map changes
    Mvalley
    • Small bug fixes, like holes in displacements.
Other changes
  • Fixed a floating smoke particle attachment on NF barracks model.
  • Added imperial and nf model folders to the default sv_pure config.
  • Increased Brenodi barracks level of detail model (LOD4) distance from 400 -> 600 (To be consistent with NF)
Empires Mod - Smithy
We're happy to announce version 2.28.1 which is live on Steam right now. Changes include:

Features
  • Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)
  • Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary
  • Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost
  • Commander health status has been enhanced, now showing hull HP and armour separately
  • Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons
  • Extended squad armour and damage to affect vehicles now
Bug fixes
  • Changed guided/homing missiles to become "dumb" missiles when out of guided/homing range, reduces load on server.
  • Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.
  • Fixed "start locked" spawn flag from func_rot_button.
  • Fixed a bug preventing vehicles from getting overheated.
  • Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.
  • Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing.
  • Fixed two crashes in the class loadout VGUI panel.
  • Fixed a crash in the commander's research VGUI panel.
  • Fixed crash related to ragdolls.
  • Fixed crash when drawing debug circles.
  • Fixed crash relating to the mini-map.
  • Fixed homing sound spamming every tick on clients instead of looping.
  • Fixed HUD missile lock-on icon positioning overlapping the ammo counter.
  • Fixed smoothing groups not working on detail brushes.
  • Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)
  • Moved cursor to text field when editing chat rather than random spot on screen.
  • Optimised some of the client-side code for drawing missile lock-on.
  • Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.
  • Fixed turrets not shooting at all types of NPCs
  • Fixed roadkills not crediting NPC kills correctly
  • Fixed a bug regarding hitboxes. Headshots wouldn't register if the shot player was crouching.
Scripts/Game Balance
  • Squad Charge cost 3->2
  • Armor regeneration delay reduced from 5 seconds to 4 seconds.
  • Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1
  • Fixed default vehicle presets which no longer work because of changes in 2.27.1
  • Rifleman HMG FalloffEnd 2500->5000. It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.
  • Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.
  • Reduced Grenadier Mortar explosion radius 210->200
  • Removed unused aircraft resist values in building scripts.
  • Restructed cost of artillery tanks, cost is now based more on the equipped weapon:
    • Base chassis cost 725->375
    • 180mm Artillery Cannon cost 60->250
    • 203mm Artillery Cannon cost 80->350
    • HE Artillery Cannon cost 90->600
    • Ranged Artillery Cannon cost 100->750
  • .50 cal MG weight 50->40
  • Medium Chain Gun weight 65->60
  • Buffs to Plasma MG and plasma HMG:
  • Plasma MG
    • Damage 5->7.5
    • Falloffstart 5000->0
    • Falloffend 10000->7000
    • MinimalDamage 3->4
  • Plasma HMG
    • Damage 6->10
    • Heat 1.4->2.2
    • Clip Size 30->35
    • Heat To Target 2.3->2.5
    • Falloffstart 5000->0
    • Falloffend 10000->7000
    • MinimalDamage 4->5
  • Increase the weight of standard weapons to discourage chassis rush:
    • Standard Cannon
    • Weight 50->65
    • Standard ML
    • Weight 30->35
  • BE AFV
    • Base Weight 634->614
  • NF LT
    • Base Weight 523->503
  • Slight buff to Homing missiles:
    • Homing ML
      • (Base) Lock-on time 0.55->0.25
      • Lock Range Modifier 0.0005->0.00055 (Lock-on timer increases by this multiplied by distance to target)
    • Improved Homing ML
      • (Base) Lock-on time 0.3->0.1
      • Lock Range Modifier 0.00045->0.00048 (Lock-on timer increases by this multiplied by distance to target)
  • Players will now gain an additional quarter of the recycled resources from vehicle carcasses as wages.
    • Vehicle recycle amounts have been tweaked to reflect this change.
  • Vehicle armor skill damage reduction reduced from 15% to 12%
Map changes
  • Mvalley
    • Raised crates clipping into the floor in dam building
    • Readded missing brush in B4
    • Fixed floating rope in D4
    • Fixed texture seams in D4, B1, and D1
    • Adjusted displacements around the map
      • It is now easier to see which slopes are climbable and which aren't
      • Several previously climbable spots are no longer climbable
      • A few climbable spots were widened and visually adjusted
      • Vehicles may still make it up the slopes with enough speed and/or mines
    • The connector areas in B4 and D4 are no longer climbable by vehicles
      • The only access points are now the infantry-only bridges
      • This change is meant to incentivise infantry attacks to and from north
    • New dam doors override mechanic
      • Each pillbox at the top of the dam now has a button
      • When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds
Other changes
  • Added .vmt files required for glow outline effects.
  • Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.
  • Max setting for 'emp_sv_vehicle_fadeout_time' reduced from 500 seconds to 400 seconds.
  • Removed 'emp_sv_player_revive_penalty' and 'emp_sv_player_revive_stamina_penalty' cvars.
  • Removed unused cloaking parameters from various .vmt files.
  • Removed zoom_sensitivity_ratio default setting in infantry.cfg
Empires Mod - Smithy
We're happy to announce version 2.27.1 which is live on Steam right now. Changes include:

Features
  • Reverted the feature that would swap to engineer tool when pressing use on building.
  • Added volume control command for voices "snd_voicevolume".
  • Grenadier bots now aim at the correct position on tanks.
  • Re-added main menu button sounds, courtesy of Universum.
  • Added a max travel time in seconds before missiles will explode.
  • Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).
  • This feature is turned on by setting "emp_sv_antigrief_build_vehicles 1" on the server.
Bug fixes
  • Fixed players being able to press use on map spawned entities when dead.
  • Fixed two crashes caused by the vehicle HUD.
  • Fixed two crashes in the vehicle customization menu.
  • Fixed a crash relating to engineer turret health displayed on the HUD.
  • Fixed a texture seam in the empsky_sunset1 skybox texture.
  • Fixed a bug which made players appear to be standing when they first enter a jeep.
  • Fixed an auto-balance bug preventing players from joining specific teams/spectator.
  • Altered the NF jeep collision model to be more accurate.
Map changes
  • Cyclopean
    • New skybox, tweaked lighting
    • Added 3D skybox fog gradient texture
    • Added vehicle clip ramps to roadsides in the south and east, and in city center
    • Fixed texture and brush seams in C5
    • Slightly adjusted terrain at the ends of bridges
    • Added bollards to bridge sidewalks
    • Moved railings on the southern bridge to match the setup of the eastern bridge
    • Adjusted misaligned fence in eastern city

Scripts/Game Balance
  • Simplified vehicle weapon script by removing missile variables from non-missile weapons.
  • Increased RPG damage against building by 40% (about 2.5hp/shot)
  • Bio Diesel Heat Capacity 125->130
  • Changes to sticky grenades:
    • Reduced Sticky & Stun Grenade's Grenade's damage against buildings (except walls) and infantry by 40%.
    • Increase Sticky & Stun Grenade's damage against walls by 285%. (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)
    • Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.
  • Max missile travel time changes:
    • Infantry RPG -> 5 Seconds
    • Upgraded ML -> 5 Seconds
    • Heavy-duty ML -> 5 Seconds
    • ML turret -> 10 Seconds
    • Nuclear Missile -> 20 Seconds
    • All other missiles - > 10 Seconds
...

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