Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://empiresmod.com
Changelog:
Features
Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).
Also increased their scale very slightly as of last patch.
Bug fixes
Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))
Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn’t increase bullet spread.
Fixed vehicle preset ordering to fix issues with commander interface dropdowns.
Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script’s attenuation definition.
Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)
Script/Game Balance
Vehicle Armors
Composite
Increased Cost from 30 to 40.
Vehicle Weapons
Machine Guns
Standard Machine Gun
Decreased Heat from 1 to 0.8
Increased Reload Time from 3.5 to 4
.50cal Machine Gun
Decreased Heat from 0.8 to 0.6
Decreased Weight from 50 to 45
Increased Clip Size from 70 to 80
Increased Total Ammo Clip from 4 to 5
Increased Reload Time from 6.8 to 7
Decreased Projectile Spread from 0.013 to 0.01
.50cal Heavy Machine Gun
Decreased Cost from 95 to 90
Decreased Damage from 23 to 20
Decreased Cycle Time from 0.06 to 0.045
Increased Clip Size from 110 to 120
Increased Total Ammo Clips from 4 to 6
Increased Reload Time from 7.5 to 9
Decreased Projectile Spread from 0.013 to 0.008
Chain Gun
Decreased Damage from 14 to 13
Increased Heat from 0.35 to 0.7
Decreased Weight from 50 to 40
Increased Cycle Time from 0.04 to 0.06
Decreased Clip Size from 125 to 100
Increased Total Ammo Clips from 3 to 4
Medium Chain Gun
Decreased Cost from 70 to 60
Increased Heat from 0.45 to 0.7
Decreased Weight from 65 to 50
Increased Cycle Time from 0.035 to 0.045
Decreased Clip Size from 175 to 150
Increased Total Ammo Clips from 3 to 5
Decreased Projectile Spread from 0.03 to 0.0275
Cannons
Standard Cannon
Reduced Heat from 10 to 9
Ranged Cannon
Decreased Cost from 85 to 80
High-Explosive Cannon
Decreased Cost from 80 to 70
Decreased Gravity from 0.4125 to 0.4
Increased Weight from 60 to 70
Plasma Cannon
Decreased Cost from 130 to 110
Decreased Gravity from 0.4 to 0.35
Railgun
Decreased Cost from 160 to 120
Biological Cannon
Decreased Cost from 130 to 100
Decreased Gravity from 0.37 to 0.35
Decreased Projectile Spread from 1 to 0.5
Decreased Explosion Radius from 200 to 150
Increased Vehicle Bio Time from 4.25 to 5
Increased Vehicle Bio Interval from 0.4 to 0.5
Increased Infantry Bio Damage from 3 to 4
Decreased Infantry Bio Time from 7 to 5
Decreased Infantry Bio Interval from 1 to 0.5
Missiles Launchers
Standard Missile Launcher
Increased Weight from 30 to 40
Decreased Cycle Time from 1.2 to 1.1
Upgraded Missile Launcher
Decreased Heat from 8 to 6.5
Increased Explosion Radius from 100 to 150
Biological Missile Launcher
Increased Heat from 6 to 12
Nuclear Missile Launcher
Increased Cost from 140 to 200
Guided Missile Launcher
Increased Heat from 7.5 to 9
Homing Missile Launcher
Decreased Cost from 140 to 100
Increased Damage from 55 to 60
Decreased Lock Range Modifier from 0.00029 to 0.0002– This means it increases the time it takes to lock onto a target by 0.2s by 1000 units
Grenade Launchers
Biological Grenade Launcher
Decreased Cost from 60 to 50
Increased Weight from 40 to 50
Increased Damage from 30 to 40
Decreased Cycle Time from 2.5 to 2
Decreased Heat from 14 to 13
Increased Total Ammo Clips from 4 to 5
Decreased Grenade Timer from 6 to 3
Increased Player Bio Damage from 10/s for 3s to 10/s for 4s
Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s
Vehicle Engines
Bio Diesel
All Chassis
Decreased Heat At Max from 1 to 0
Research
High Caliber Rounds (.50cal)
Moved from Projectile Physics to Electrical Engineering
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 an issue causing degreesSlow/degreesFast vehicle handling variables to be overridden by hard-coded values. (There shouldn’t be any issues caused by fixing this as script values have been adjusted to match)
RPG now uses a different 3rd person reload animation as there was no RPG animation available. (Uses HL2’s AR2 reload as it is the closest visual fit)
Fixed an issue with accuracy upgrade not using the script value when adjusting weapon base spread. (It was hard-coded to 25%, this will now use “AccuracyUpgradeModifier” script variable)
For most weapons this will be a small nerf to accuracy but as always any issues identified will be addressed in future updates.
Script/Game Balance
Damage Types and Resistances
Changed GeneralChemistry to GrenadeExplosive (Grenade Launcher and Upgraded Grenade Launcher)
Changed GeneralPhysics to ShellPlasma and BulletPlasma (Plasma CN and Plasma MG)
ShellPlasma inherited the GeneralPhysics values
PlasmaBullet
Absorbant has 10% resistance
Buildings have 100% resistance
Turrets have 70% resistance
Walls have 100% resistance
Infantry has 0 resistance
Changed BioArt to ShellBiological (Biological CN)
Changed Kinetic to ShellKinetic
Changed Explosive to ShellExplosive
Changed APBullet to BulletAP
Changed BulletExplosive to BulletExplosive
Changed KineticArt and ExplosiveArt to Artillery
Increased Building resistance against Depleted Uranium from 87.5% to 100%.
Decreased Wall resistance against Plasma Cannons from 94% to 88%.
It doubles the damage that plasma cannons do to walls making it a new perk of plasma cannons.
Research
Added separate researches for Artillery Cannons
Removed Turrets research from Electrical Engineering
Added a new tree called Strutucal Engineering
Upgraded Machine Gun Turrets Lvl 2
Upgraded Machine Gun Turrets Lvl 3
Upgraded Missile Launcher Turrets Lvl 2
Upgraded Missile Launcher Turrets Lvl 3
Classes
Rifleman and Scout now have access to Seismic Grenades
Infantry Weapons
Northern Faction .50cal Rifle
Increased recoil across the board
Vehicle Chassis
APC
Increased cost by 50
Reduced the number of Grenade Launcher that can be equipped from 2 to 1.
Reduced the size of the Grenade Launcher slot from 3 to 2.
LT/AFV
Increased cost by 30
Medium
Reduced the number of Missile Launcher that can be equipped from 2 to 1.
Heavy
Brenodi Empire
Increased the size of the Machine Gun slot from 2 to 3.
Reduced the number of Missile Launcher that can be equipped from 3 to 1.
Reduced the number of Machine Gun that can be equipped from 2 to 1.
Northern Faction
Increased the size of the Machine Gun slot from 2 to 3.
Reduced the number of Missile Launcher that can be equipped from 6 to 2.
Reduced the number of Machine Gun that can be equipped from 2 to 1.
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 some bugs relating to the recent additions to the tank cannon penetration checks (System that prevents firing when cannon is inside something other than vehicles/players)
Fixed some mini-map icons appearing for the wrong team. (An example is being able to see the enemy squad leader icon in some circumstances)
Fixed vehicle exits being able to be blocked by players on your team
Fixed a bug with squad aura being applied to squad leaders 100% of the time
Fixed various possible crashes relating to weapons (and 1 with wall placement)
Fixed a networking issue causing the player icon on the mini-map not updating when swapping the revive skill on/off.
Other changes
Changed the ordering of BE rifleman’s pistols to match the other classes in the class menu.
Enhanced senses is now disabled if the player dies, previously a dead player could continue to receive extra info.
Removed request/revive icons from drawing above yourself and on your own mini-map icon
Repair icon on the crosshair now only displays if the engineer is actually in range to build, rather than building health display range.
Squad aura icon now only displays if the local player is actually receiving the benefits of the aura, previously it only checked if the player was in range but that didn’t mean they were receiving the aura. (If they were dead for example)
Script/Game Balance
Changes to homing/guided
Added a max distance from player that RPG missiles will continue to guide, after this distance they switch to dumb-fire. (15000 units)
Removed vehicle missile guidance from seat 2, this didn’t make any sense to keep. Missiles should only by guided by the driver if he is in seat 1.
Changed RPG missile guidance to work slightly differently, this should fix situations where just pressing the attack button throws the missile off-center.
Changed vehicle guided missiles to be influenced by vehicle turret’s rotation rather than using a “Laser guided” homing effect.
Infantry Weapons
SMG1/2 Melee damage change reverted (Was 70, changed to 50, now back to 70 again)
BE Pistol 2 Headshot multiplier increased from 2x -> 2.5x
Improved BEAR - Base spread improved by 25%, Ironsight spread multiplier decreased from 0.83 to 0.6
Tweaked scout sway values in reflection of last update
Base Sway pattern size reduced very slightly
Sway speed is slightly faster
Maximum sway speed increased (This is mostly for jumping/sprinting to cause more inaccuracy)
Accuracy upgrade sway reduction changed from 25% to 10% (25% proved to be too much so dropping this significantly)
Squad Accuracy Aura now affects scout sway, reduces sway by an additional 10% (This will rarely be used, however for consistency with the aura affecting other weapons this has been added.)
Research
Advanced Machining
Changed Cost from 240 to 360
Changed Time from 60 to 90
Composite
Changed Cost from 360 to 480
Changed Time from 90 to 120
Gas Turbine
Changed Cost from 240 to 360
Changed Time from 60 to 90
Engines
APC
Gas Turbine
Changed Cost from 20 to 40
Changed Heat Output at Idle from 3 to 2
LT/AFV
Gas Turbine
Changed Cost from 30 to 50
Changed Heat Output at Idle from 3 to 2
Medium
Gas Turbine
Changed Cost from 40 to 60
Changed Heat Output at Idle from 3 to 2
Heavy
Gas Turbine
Changed Cost from 60 to 100
Changed Heat Output at Idle from 3 to 2
Artillery
Gas Turbine
Changed Cost from 60 to 100
Changed Heat Output at Idle from 3 to 2
Vehicle handling
Changed skidallow from 1 to 0 on all tracked vehicles
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
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)
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.
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).
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.