Jun 22, 2014
Empires Mod - -₪EPIC₪- Trickster
After a bit of a wait, 2.51 is ready. This release is mainly bugfixes and balance changes, but some of the bugs are pretty major and have afflicted the game for a long time, so it's pretty major that we've finally managed to track them down (collisions!). The GUI overhaul is on the horizon, so until then, enjoy Empires 2.51.

Changelog:

Added:
New briefing for emp_midbridge
New flagpole models and flags in modles/props/flagpole
New shotgun sounds for shotguns
New death sounds
New looped sounds for all standard non-specialized MGs
New Explosion sounds for most Vehicle cannons (larger variety of explosions)
Updated and expanded Vehicle cannon sounds

Fixed:
Reviving suicided players no longer gives a point
Fixed the game killing players when jumping into the side of a building
Fixed the NF camera/radar models being used for the BE engineers' previews
Fixed the binocular zoom exploit
Fixed collisions
Fixed the shotgun exploit
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
emp_sv_wait_phase_time now properly updates dynamically
Fixed players being able to launch slow RPG's
Fixed certain instances of bouncing mortars
Fixed circumventing emp_forceautoassign by using jointeam in console
Fixed a rapid wall recycle exploit
Fixed commanderless maps having their wait time start at map load
Fixed engineers not getting rank bonuses
Fixed sprays not working for some players
Fixed the game saying "Press Attack to Spawn" while out of reinforcements
Fixed view offset issues while spectating in first-person
Fixed reflective issues on emp_chain and emp_bush
Fixed holes in glycencity
Fixed shotgun not being selected by default when spawning

Modified
Bio weapons no longer remove stamina from infantry
Engineers now receive rank bonuses the moment they rank up
Mines now check if they're floating and fall if they are
Changed vehicle MG's to support looping sound files
Changed the starting music to the BF1942 version
Updated emp_money for HDR lighting and to fix an exploit
Major visual update for emp_canyon
Optimized emp_cyclopean
Added more maps to the default mapcycle
Slowed down the BE shotgun's melee speed

Vehicle Scripts
Armour:
Reflective - HP 65 -> 70
Absorbant - HP 60 -> 65

Engines:
3phase - Heat production while moving 3 -> 4

Weapons:
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
BioMG - Reload time 5 -> 10
Std ML - Damage 50 -> 40
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
Guided ML - Damage 60 -> 70

Chassis:
BE Jeep - Cost 35 -> 20
NF Jeep - Cost 50 -> 25

Infantry Scripts
BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
BE/NF Shotgun - Cycle time 1.0 -> 0.7
NFHR - Damage 35 -> 40
Jun 22, 2014
Empires Mod - Trickster
After a bit of a wait, 2.51 is ready. This release is mainly bugfixes and balance changes, but some of the bugs are pretty major and have afflicted the game for a long time, so it's pretty major that we've finally managed to track them down (collisions!). The GUI overhaul is on the horizon, so until then, enjoy Empires 2.51.

Changelog:

Added:
New briefing for emp_midbridge
New flagpole models and flags in modles/props/flagpole
New shotgun sounds for shotguns
New death sounds
New looped sounds for all standard non-specialized MGs
New Explosion sounds for most Vehicle cannons (larger variety of explosions)
Updated and expanded Vehicle cannon sounds

Fixed:
Reviving suicided players no longer gives a point
Fixed the game killing players when jumping into the side of a building
Fixed the NF camera/radar models being used for the BE engineers' previews
Fixed the binocular zoom exploit
Fixed collisions
Fixed the shotgun exploit
Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
emp_sv_wait_phase_time now properly updates dynamically
Fixed players being able to launch slow RPG's
Fixed certain instances of bouncing mortars
Fixed circumventing emp_forceautoassign by using jointeam in console
Fixed a rapid wall recycle exploit
Fixed commanderless maps having their wait time start at map load
Fixed engineers not getting rank bonuses
Fixed sprays not working for some players
Fixed the game saying "Press Attack to Spawn" while out of reinforcements
Fixed view offset issues while spectating in first-person
Fixed reflective issues on emp_chain and emp_bush
Fixed holes in glycencity
Fixed shotgun not being selected by default when spawning

Modified
Bio weapons no longer remove stamina from infantry
Engineers now receive rank bonuses the moment they rank up
Mines now check if they're floating and fall if they are
Changed vehicle MG's to support looping sound files
Changed the starting music to the BF1942 version
Updated emp_money for HDR lighting and to fix an exploit
Major visual update for emp_canyon
Optimized emp_cyclopean
Added more maps to the default mapcycle
Slowed down the BE shotgun's melee speed

Vehicle Scripts
Armour:
Reflective - HP 65 -> 70
Absorbant - HP 60 -> 65

Engines:
3phase - Heat production while moving 3 -> 4

Weapons:
Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
BioMG - Reload time 5 -> 10
Std ML - Damage 50 -> 40
Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
Guided ML - Damage 60 -> 70

Chassis:
BE Jeep - Cost 35 -> 20
NF Jeep - Cost 50 -> 25

Infantry Scripts
BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
BE/NF Shotgun - Cycle time 1.0 -> 0.7
NFHR - Damage 35 -> 40
Empires Mod - -₪EPIC₪- Trickster
Empires 2.5 RC1 has been released, whilst there are still some minor bugs (primarily associated with spectating) it has been decided to update the game to provide an immediate resolution to all known launch problems.

This interim release contains several bug fixes, balance changes and some commonly requested features, a full list of which can be seen below. Note that the latest Release Candidate can be seen at the top of the list, with the older versions below it.

RC4 Changelog


Added:

+ Added "mp_falldamage_amount", the amount of health lost from falling if mp_falldamage is set to 0
+ Added a new command, "emp_eng_remove_walls", which will recycle all of an engineer's walls
+ Added briefing for emp_urbanchaos
+ Added new default server.cfg. This features many improvements over the old one.

Fixed:

* (RC3) Missing shotgun GUI icon when getting ammo from ammo box
* (RC3) Missing shotgun kill icons
* Several exploits on emp_slaughtered resolved.
* Bio damage over time would prevent repair pads from repairing your tank
* Another crash bug.
* Some map briefing fixes
* Fixed shiny pipes in sewers of district.
* Resolved several console errors.

Modified:

/ Added 4 additional pellets to shotgun shells
/ New version of emp_chain. (Better lighting, several buildings improved and other minor changes)
/ New version of emp_bush. (Minor optimisations and slightly less intense HDR)
/ Reduced health of jeeps (200->150)
/ Reduced cost of jeeps by 10 resources for both teams


RC3 Changelog

Added:

+ Added shotguns as a weapon for the scout class.
+ Readded quick start guide to game menus.
+ Added a variety of error messages to allow users to see the reason that is preventing them from spawning.
+ Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :))
+ Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations.

Fixed:

* Players previously had to reselect spawn point if attempting to spawn whilst it was blocked.
* Exploit that allowed players to block spawnpoints.
* Drivers and passengers now exit on the correct side of the BE jeep.
* BE APC had missing snow camouflage on its turret.
* Fixed "Failed to find next rank title" error in console
* (RC1) Black panel partially covering scoreboard.

Modified:

/ Players on the same team no longer collide.
/ Building smoke has been moved to better places.
/ Some modifications to crate models.
/ Moved props around in BE barracks to more accurately reflect the collision model.
/ Spawn error messages no longer disappear until the error is resolved.
/ Experimental base swap feature reactivated.

Script Changes: (RC 3.5)

/Engineer: Now has Shotgun
/Rifleman: Now has Ranged Rifle
/All Sidearms: Melee Damage 50 -> 40
/All Primaries (with melee): Melee Damage 50 -> 70
/Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it.
/BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60
/NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80
/NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60
/Shotgun Pistol: Damage 12 -> 10
/Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else.


RC2 Changelog

Added:

+ Empires specific tray icon when game is minimised.
+ Set up a default Gameconfig.txt file for using editing tools.
+ Map briefing for emp_chain

Fixed:

* Exploit that allowed a commander to suicide and be revived at the place he died.
* Ocassional crash / popup stating that an assert has been raised should be resolved.
* "The word "selection" in the upper left of the Team Selection panel was cut off"
* Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu).

Modified:

/ Increasing tickets on emp_arid by 50%
/ More suitable configuration for new players (increased rate to remove lag in highly populated servers)


RC1 Changelog

Added:

+ Ported to Source 2013 Engine (All launch problems resolved).
+ Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed).
+ Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type).
+ Doing a melee attack whilst playing as infantry will interrupt reloading.
+ Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle).
+ Vehicle canons will now quickly reload whilst close to an ammo box/armoury/repair pad.
+ Vehicle and armour damage gradually changes colour depending on damage levels.
+ More controls have been bound by default for new players.
+ New names and descriptions for infantry weapons.
+ New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle).


Fixed:

* Fission Engine overheat bug.
* Fixed some incorrect skill descriptions.
* Fixed missing bushes on emp_midbridge.
* emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start).

Modified:

/ Updated Empires quickstart guide and manual.
/ Changed default scout skill from hide to enhanced senses to promote teamplay.
/ Changed resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%)
/ Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration.


Script Changes:

/ Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS*

Vehicle Armour:

/ Absorbant Armour: Cost 10 -> 5
/ Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75
/ Regenerative Armour: Regeneration 0.1 -> 0.08

Vehicle Engines:

/ 3phase Engine:
Meds: Max Speed 50 -> 45
Heavies/Artillery: Max Speed 45 -> 40
All Vehicles: Passive Heat output while moving 2 -> 3

/ Fission Engine:
Fixed overheat bug

/ Gas Turbine Engine:
Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines."

Vehicle Weapons:

/ STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5
/ CG: Damage 19 -> 22, Weight 60 -> 50
/ MCG: Damage 29 -> 33
/ HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40
/ Standard Canon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4
/ Extended Range Canon: Inertia 1.0 -> 0.5
/ High Explosive Canon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0
/ STD ML: Damage 40 -> 50
/ UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7
/ BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30
/ Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5
/ Guided ML: Damage 50 -> 60
/ Salvo Homing: Damage 43 -> 50
/ UGL: Clip Size 12 -> 8

Vehicle Chassis:

/ APC Base Cost: 50 -> 20
/ APC Base Weight: 30 -> 10
/ LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30
/ LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10
/ AFV: Base Cost 150 -> 100
/ LT: Base Cost 200 -> 150
/ NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200
/ NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800
Empires Mod - Trickster
Empires 2.5 RC1 has been released, whilst there are still some minor bugs (primarily associated with spectating) it has been decided to update the game to provide an immediate resolution to all known launch problems.

This interim release contains several bug fixes, balance changes and some commonly requested features, a full list of which can be seen below. Note that the latest Release Candidate can be seen at the top of the list, with the older versions below it.

RC4 Changelog


Added:

+ Added "mp_falldamage_amount", the amount of health lost from falling if mp_falldamage is set to 0
+ Added a new command, "emp_eng_remove_walls", which will recycle all of an engineer's walls
+ Added briefing for emp_urbanchaos
+ Added new default server.cfg. This features many improvements over the old one.

Fixed:

* (RC3) Missing shotgun GUI icon when getting ammo from ammo box
* (RC3) Missing shotgun kill icons
* Several exploits on emp_slaughtered resolved.
* Bio damage over time would prevent repair pads from repairing your tank
* Another crash bug.
* Some map briefing fixes
* Fixed shiny pipes in sewers of district.
* Resolved several console errors.

Modified:

/ Added 4 additional pellets to shotgun shells
/ New version of emp_chain. (Better lighting, several buildings improved and other minor changes)
/ New version of emp_bush. (Minor optimisations and slightly less intense HDR)
/ Reduced health of jeeps (200->150)
/ Reduced cost of jeeps by 10 resources for both teams


RC3 Changelog

Added:

+ Added shotguns as a weapon for the scout class.
+ Readded quick start guide to game menus.
+ Added a variety of error messages to allow users to see the reason that is preventing them from spawning.
+ Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :))
+ Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations.

Fixed:

* Players previously had to reselect spawn point if attempting to spawn whilst it was blocked.
* Exploit that allowed players to block spawnpoints.
* Drivers and passengers now exit on the correct side of the BE jeep.
* BE APC had missing snow camouflage on its turret.
* Fixed "Failed to find next rank title" error in console
* (RC1) Black panel partially covering scoreboard.

Modified:

/ Players on the same team no longer collide.
/ Building smoke has been moved to better places.
/ Some modifications to crate models.
/ Moved props around in BE barracks to more accurately reflect the collision model.
/ Spawn error messages no longer disappear until the error is resolved.
/ Experimental base swap feature reactivated.

Script Changes: (RC 3.5)

/Engineer: Now has Shotgun
/Rifleman: Now has Ranged Rifle
/All Sidearms: Melee Damage 50 -> 40
/All Primaries (with melee): Melee Damage 50 -> 70
/Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it.
/BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60
/NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80
/NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60
/Shotgun Pistol: Damage 12 -> 10
/Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else.


RC2 Changelog

Added:

+ Empires specific tray icon when game is minimised.
+ Set up a default Gameconfig.txt file for using editing tools.
+ Map briefing for emp_chain

Fixed:

* Exploit that allowed a commander to suicide and be revived at the place he died.
* Ocassional crash / popup stating that an assert has been raised should be resolved.
* "The word "selection" in the upper left of the Team Selection panel was cut off"
* Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu).

Modified:

/ Increasing tickets on emp_arid by 50%
/ More suitable configuration for new players (increased rate to remove lag in highly populated servers)


RC1 Changelog

Added:

+ Ported to Source 2013 Engine (All launch problems resolved).
+ Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed).
+ Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type).
+ Doing a melee attack whilst playing as infantry will interrupt reloading.
+ Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle).
+ Vehicle canons will now quickly reload whilst close to an ammo box/armoury/repair pad.
+ Vehicle and armour damage gradually changes colour depending on damage levels.
+ More controls have been bound by default for new players.
+ New names and descriptions for infantry weapons.
+ New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle).


Fixed:

* Fission Engine overheat bug.
* Fixed some incorrect skill descriptions.
* Fixed missing bushes on emp_midbridge.
* emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start).

Modified:

/ Updated Empires quickstart guide and manual.
/ Changed default scout skill from hide to enhanced senses to promote teamplay.
/ Changed resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%)
/ Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration.


Script Changes:

/ Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS*

Vehicle Armour:

/ Absorbant Armour: Cost 10 -> 5
/ Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75
/ Regenerative Armour: Regeneration 0.1 -> 0.08

Vehicle Engines:

/ 3phase Engine:
Meds: Max Speed 50 -> 45
Heavies/Artillery: Max Speed 45 -> 40
All Vehicles: Passive Heat output while moving 2 -> 3

/ Fission Engine:
Fixed overheat bug

/ Gas Turbine Engine:
Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines."

Vehicle Weapons:

/ STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5
/ CG: Damage 19 -> 22, Weight 60 -> 50
/ MCG: Damage 29 -> 33
/ HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40
/ Standard Canon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4
/ Extended Range Canon: Inertia 1.0 -> 0.5
/ High Explosive Canon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0
/ STD ML: Damage 40 -> 50
/ UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7
/ BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30
/ Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5
/ Guided ML: Damage 50 -> 60
/ Salvo Homing: Damage 43 -> 50
/ UGL: Clip Size 12 -> 8

Vehicle Chassis:

/ APC Base Cost: 50 -> 20
/ APC Base Weight: 30 -> 10
/ LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30
/ LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10
/ AFV: Base Cost 150 -> 100
/ LT: Base Cost 200 -> 150
/ NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200
/ NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800
Mar 23, 2013
Empires Mod - -₪EPIC₪- Trickster
Empires 2.41 has been released!

Following up the success of 2.4, we're proud to present our latest patch, 2.41. 2.41 is a smaller release mainly consisting of balance improvements and bugfixes, however, does manage to fit in a few extra features, as well as a continuation of our map overhaul project, with the final improved version of the Veteran favourite Slaughtered making an appearance, as well as the latest version of Crossroads, which has undergone extensive redesigning, not to mention a good amount of beautification.

As with our last patch, I have to remind you all that with Team Fortress 2 being Free to Play, Empires is totally free for everyone, with no prior source games required!

Key Empires v2.41 features:

Crossroads has been improved even further! Now with improved textures and new infantry paths.
Infantry weapon rebalancing for the Pistols, Brenodi Rifles and Northern Faction Heavy Rifle
Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip)
Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu, same for general and class specific skills in the skill menu
An improved news panel, allowing us to reach players with information, blogs and update news. We plan to use this to inform players of special events, such as tournaments.

We have also fixed the "SteamMountAppID" error which prevented a large proportion of the player base from playing Empires.

You can view the full changelog here:
http://forums.empiresmod.com/showthread.php?t=17505

I look forward to seeing you all ingame.
Mar 23, 2013
Empires Mod - Trickster
Empires 2.41 has been released!

Following up the success of 2.4, we're proud to present our latest patch, 2.41. 2.41 is a smaller release mainly consisting of balance improvements and bugfixes, however, does manage to fit in a few extra features, as well as a continuation of our map overhaul project, with the final improved version of the Veteran favourite Slaughtered making an appearance, as well as the latest version of Crossroads, which has undergone extensive redesigning, not to mention a good amount of beautification.

As with our last patch, I have to remind you all that with Team Fortress 2 being Free to Play, Empires is totally free for everyone, with no prior source games required!

Key Empires v2.41 features:

Crossroads has been improved even further! Now with improved textures and new infantry paths.
Infantry weapon rebalancing for the Pistols, Brenodi Rifles and Northern Faction Heavy Rifle
Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip)
Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu, same for general and class specific skills in the skill menu
An improved news panel, allowing us to reach players with information, blogs and update news. We plan to use this to inform players of special events, such as tournaments.

We have also fixed the "SteamMountAppID" error which prevented a large proportion of the player base from playing Empires.

You can view the full changelog here:
http://forums.empiresmod.com/showthread.php?t=17505

I look forward to seeing you all ingame.
Jan 12, 2013
Empires Mod - -₪EPIC₪- Trickster
Apologies for this announcement being so late. The patch was actually released about 10 days ago, but I completely forgot to post it up here.

After a long period of development, Empires has finally been patched with a whole host of new additions. A conversion to an improved Steam delivery system will now allow us to patch much more frequently, making development of the game much easier from this point onwards. Released for 2013, we're looking forward to a great year of progressing this Award Winning Mod even further, showing how unique the RTS/FPS Hybrid genre really is.

In other news, our main website has been revamped, and is currently undergoing improvements. Head over there now to see how it's progressing. It's also worth mentioning that since Team Fortress 2 became Free to Play, Empires is actually free for everyone, with no prior source games required!

Key Empires v2.40 features:

5 new Official maps, taking the total to 20.
Improved performance.
Reskinned User Interface.
Makeovers and improvements to 8 current Official maps.
New models for the Brenodi Heavy Tank and Heavy Pistol, and the Northern Faction APC.
Vehicle carcass recycling for the engineer. Making the battlefield a greener place!
Kill Assist points.
8 Steam achievements.

The full changelog is actually too large to post into this announcement, I'd need 3 full announcements to post it here! If you head over to the forums, or to the ModDB posting, you'll be able to see the full changelog there.

http://www.moddb.com/mods/empires/news/empires-24-released
http://empiresmod.com

Empires was even featured at PCGamer.com!

http://www.pcgamer.com/2013/01/03/half-life-2-empires-mod/

I look forward to seeing you all ingame.
Jan 12, 2013
Empires Mod - Trickster
Apologies for this announcement being so late. The patch was actually released about 10 days ago, but I completely forgot to post it up here.

After a long period of development, Empires has finally been patched with a whole host of new additions. A conversion to an improved Steam delivery system will now allow us to patch much more frequently, making development of the game much easier from this point onwards. Released for 2013, we're looking forward to a great year of progressing this Award Winning Mod even further, showing how unique the RTS/FPS Hybrid genre really is.

In other news, our main website has been revamped, and is currently undergoing improvements. Head over there now to see how it's progressing. It's also worth mentioning that since Team Fortress 2 became Free to Play, Empires is actually free for everyone, with no prior source games required!

Key Empires v2.40 features:

5 new Official maps, taking the total to 20.
Improved performance.
Reskinned User Interface.
Makeovers and improvements to 8 current Official maps.
New models for the Brenodi Heavy Tank and Heavy Pistol, and the Northern Faction APC.
Vehicle carcass recycling for the engineer. Making the battlefield a greener place!
Kill Assist points.
8 Steam achievements.

The full changelog is actually too large to post into this announcement, I'd need 3 full announcements to post it here! If you head over to the forums, or to the ModDB posting, you'll be able to see the full changelog there.

http://www.moddb.com/mods/empires/news/empires-24-released
http://empiresmod.com

Empires was even featured at PCGamer.com!

http://www.pcgamer.com/2013/01/03/half-life-2-empires-mod/

I look forward to seeing you all ingame.
Empires Mod - -₪EPIC₪- Trickster
:D
Empires Mod - Trickster
:D
...

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