We're pleased to announce the release of a new map, made by community member Oktay
This beautiful commander map has 4 different sections which open up based on the player count. It has zip lines, strong rivers, elevators (also with lava underneath) and tons of shipping containers!
You can check out some previews of the map below:
Briefing:
[expand type=showmore] Brenodi Empire: The Northern Faction is attacking our port which support our military supplies in this ongoing war. Our intel informed us that they even sneaked in a Northern Faction command vehicle ! Quickly destroy the enemy force before they get too big of a threat !
Defend the Area and Defeat Northern Faction.
Northern Faction: The Brenodi Empire didn't expect us attacking their port which is important for their Military logistics. While the battle continues we successfully sneaked in a Northern Faction command vehicle which will change the outcome for this battle !
Capture the Area and Defeat Brenodi Empire.
Mapinfo: 12 Players will transport your CV, be sure to be near your commander if you reach that player count. 22 Players will open the Port Area. 32 Players will open that big gate near main base prepare for expansion. 48 players will allow access to the Dam section.
Credits for helping me: Destroyer, Trainzack, Gvarados, Bloodwiper Container textures provided by Trainzack and Bloodwiper [/expand]
Minimap:
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Gifs:
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Images:
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[/expand] Join Empires Discord! If you want to download the map, ask for latest version in our Discord server's #mapping channel.
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://www.empiresmod.com
Changelog:
Bug fixes
Fixed a bug with artillery feedback only showing once if your shell/missile hit the exact same place.
Potentially fixed a bug causing walls to be forever stuck in the building carcass state; the wall would be invincible and never removed. This bug was incredibly hard to reproduce but it seemed that the bug was directly tied to the recycle function. Upon further investigation it seems possible that the bug was caused by the recycle function being called at the exact frame that wall is destroyed.
Modified the physics model of the NF jeep around the front wheels to prevent trees getting stuck between the wheel and the front grill, when this happened it was near impossible to free the jeep.
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://www.empiresmod.com
Changelog:
Bug fixes
Fixed a bug causing the squad leader’s aura to not reset if all other members left the squad whilst being in the squad aura radius.
Fixed a bug causing squad members to receive the squad aura effect even though their squad leader died.
Fixed some issues with resource points becoming disabled in some situations where the refinery placement failed.
Fixed a problem causing explosions to sometimes deal damage through building geometry. (Building entities, not the world)
Miscellaneous changes
Increased the volume of rail cannon's firing sound as it was a more quiet than the others.
Script/Game Balance
Vehicle Weapons
Upgraded Missile Launcher
Changed Projectile Spread from 0.5 to 0.2
Removed .50cal Heavy Machine Gun (This is the 3-slot version of the weapon, the 2-slot variety still remains.)
Research
Shifted the cost of researching upgraded chassis toward the chassis itself, they’re now more similar to other research. Also increased the time needed for each of the sub-researches.
Changed Vehicle Chassis sub-research (Upgraded & Advanced Chassis) from 5 res/s to 3 res/s
Upgraded Chassis
Increased Time from 120 to 240
Increased Cost from 600 to 720
Advanced Chassis
Increased Time from 120 to 240
Increased Cost from 600 to 720
Changed Vehicle Chassis research from (Medium, Artillery & Heavy Chassis) 5 res/s to 6 res/s.
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://www.empiresmod.com
Changelog:
Bug fixes
Fixed a bug on Linux servers which caused vehicles to be able to aim beyond the intended cannon pitch angle restrictions. (You could aim down inside your own tank and self-damage the tank)
Fixed a bug involving tank cannon shells getting stuck floating in the air when colliding with the tank that fired it. Although this doesn't happen often the issue was brought up recently with the above issue on Linux servers.
Fixed a problem involving map-edge grid textures not displaying correctly on lower texture settings.
Fixed a bug where unbuilt buildings would flash as the team color instead of it's intended yellow color when damaged.
Fixed an issue where the emp_resource_point entity was no longer firing it's outputs when intended. (Used by level designers
OnNFBuilt/OnImpBuilt OnEnable/OnDisable are now working as intended)
These are often used to control when smoke should appear, so fixing this may help improve FPS in some situations.
Fixed an bug causing vehicle steering values to change when recustomizing on a repair station.
Fixed a few issues where Salvo Missiles would not fire their full volley and fixed another issue where they could fire unexpectedly. (For example: When the wrong attack key was pressed.)
Miscellaneous changes
Projectiles are now excluded from explosion damage hit detection. This is simply to ensure that explosion damage doesn't get lowered/blocked by shells/missiles/grenades.
Missiles no longer have health; previously missiles could be exploded by taking damage from explosions. Although this might seem like an interesting feature, it has never been the same for cannon shells and it causes some balancing issues.
Script/Game Balance
Vehicle Weapons
Cannons
Reduced Recoil a little bit for High-Explosive and Plasma.
Fixed some problems with how entities are detected by commands issued using the F-Menu. Including commands bypassing the menu using emp_menu_quickcmd. (Spotting/Squad Targets etc...)
The commands now do a line ray cast before doing a box ray cast which should reduce the chance of selecting the wrong entity because the box ray cast was big enough to hit something else than what you were aiming at.
Commands detect entities using the following method: Line ray cast -> Box ray cast -> Detect entity origins within 10 pixels of the crosshair, then return the closest entity to the player. Line of sight checks still apply for all methods.
emp_menu_quickcmd was using these methods in a different order than using the menu itself, this has been corrected. emp_menu_quickcmd was using the least accurate method first, which is the 10 pixel crosshair detection; often leading to picking a different entity than intended.
Fixed a bug that caused Steam Enhanced Rich Presence to display incorrectly.
Fixed scouts not being networked to commanders in command view, rendering them completely invisible. This might have originally been added to side-step issues with commanders being able to target hidden scouts, those issues have also been resolved. Hidden scouts are no longer highlighted in attack selection boxes and targets cannot be issued if the scout is already hidden.
Fixed an issue preventing the Bio infantry resist from working.
Fixed two of the broken Chat variables, %_x and %_y. (Used to print the player's co-ordinates to chat.)
Main menu "Quick Start Guide" button now links to the website version using the Steam overlay instead of using an in-game panel. Some of the links in the local version were broken and the website version is slightly more up to date (although a lot of the information is still outdated).
Removed default.cfg file and prevented the game from searching for it. This file was being used incorrectly and it would revert some of the settings held in the options menu.
The game now has a config_default.cfg file instead which executes on first launch of the game. Preventing the above issue from happening.
Added chatcommand_binds.cfg as an alternative to using default.cfg for setting client-side chat commands.
Updated gameinfo.txt to hopefully fix an issue with the game saving files in the wrong directory. (settings.scr as an example - the file that allows the "Create a Server" dialog settings to function correctly)
Fixed various potential crashes in server vehicle code.
Fixed a bug causing some movement keys getting stuck down when transitioning from driving to command view.
Fixed a bug where entering the overheated state in vehicles would still remove 1 tick of heat dissipation.
Fixed a potential bug where the damage to heat attribute on vehicle armor could remove some of the vehicle's heat before the overheated state actually ended.
Fixed a bug where applying Vehicle Bio Damage over Time (DoT) would always reset/override the previous effect. This was unintentional, the override code was supposed to be checking if the current Bio DoT drain was less than the new one but a typo caused it to fail and always result in an override.
Fixed a bug where Bio DoT wouldn't deal the expected amount of damage ticks. (Both Player and Vehicle Bio DoT.)
Fixed some issues preventing Steam achievements from being awarded.
Removed some code which was redirecting friendly fire damage applied to the tank directly to the passenger that inflicted it, regardless of falloff or line of sight.
For example: If a player was in the second seat of an APC and their own mine was detonated by an enemy next to the APC - they would be given the same amount of damage as the APC regardless of their distance/being blocked by the APC's model geometry.
Miscellaneous changes
Controls menu has been updated.
Updated the layout and formatting for each category.
Removed old key binds that no longer worked.
Updated default key assignments, adding assignments where no default was already set.
Updated the Game's Steamworks SDK version from v1.34 (28th July 2015) to the latest version which is v1.52 (14th September 2021).
Some of the Steamworks API calls we use stopped working recently, after updating to the latest SDK version they seem to be fixed. (The game's XP feature was no longer being awarded.)
Rail cannon has a new firing sound.
A general optimization pass was conducted on the code base. Small optimizations have been made to client and server, some potential crashes have been fixed.
Script/Game Balance
General
Increased all building (excluding wall/turrets) resistance to Rifleman's Sticky grenades 0.77 -> 0.828 (Dmg 40 -> 30)
Added a new script variable to control cannon recoil, previously it was using the damage value to scale the recoil. This change just allows us more control when balancing certain weapons. (All of the recoil values have been defaulted to the original values so there is currently no balance changes. This is for future use.)
Angle Modifier armor attribute now has a 5 degree offset before the reduction kicks in. It was near impossible to land hits parallel to the surface normal angle that would result in dealing full damage.
The new angle range is from 5 - 50 degrees of being parallel, ranging from least to most reduction. Anything over 50 degrees would be full damage reduction depending on the armor's script value. (Angles ranges were previously 0 - 45 degrees, meaning damage was pretty much always reduced.)
Neutral turning on vehicles is now restricted to the engine's output, meaning you can no longer turn on the spot if the engine can't drive while overheated. This is a change that will have to be play tested in order to see if it fits. Vehicles are supposed to be in a vulnerable state when overheated, simply being able to just rotate while in this state defeats the purpose of both sticky stuns and overheat. (Currently only the vehicles with tracks use Neutral turning.)
Reduced the amount of screen shake that is applied to players from Biological damage over time by 75%. The screen will now have a very slight green overlay effect to indicate damage was taken from a Bio effect.
Vehicle Weapons
Biological Machine Gun
Changed Biological Interval to 0.5, damage per second and duration remain the same.
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://empiresmod.com
Changelog:
Features
Implemented a system that checks which player body parts are blocked by other objects before applying explosion damage.
Explosion damage and Bio DoT now scales based on the mass of the objects blocking each body part. (Bio Dot is only changed for explosions, Bio MG is unaffected)
Each body part is checked separately and scales the damage for that part depending on the blocking object's mass.
This uses the same mass checking system as was previously in the game, only that now each part is checked and scaled separately. Previously there was a single check done using the detection raycast that detected the player being visible to the explosion.
For reference the system scales the damage based on objects of 0-350 kg mass. (350+ kg objects will block all of the damage.Player mass is 85kg, turrets are 280kg. This is here just to provide an example.)
Body part
Maximum damage percentage loss
Chest
40%
Head
20%
Feet
20%
Left Arm
10%
Right Arm
10%
Note - Body parts are an approximation based on player bounding box size and therefore may not line up exactly where the model's geometry is. (Example below)
Bug fixes
Updated the Source Engine SDK Base files to the latest version.
Identified and resolved an issue causing Half-Life 2: Lost Coast content to be missing in the server packages. (Both Windows/Linux)
Maps / Level design
Minor update to emp_canyon
Fixed Cubemaps not being built when the map was last published.
All player/vehicle clip brushes have been remade, increasing accuracy in order to prevent players from using exploits to reach the top of the hills.
B4 hill is now player/vehicle clipped and has restrictions in place for placing buildings.
Standardized core entity names to match other official maps.
Fixed the env_sun entity not displaying because of bad entity settings.
Minor update to emp_coast
Remade all clip brushes/comm/engy restrict brushes
Fixed various exploit spots
Standardized core entity names with other official maps.
Minor update to emp_mvalley
Added player/vehicle/comm building clips to the high ground again. After hearing feedback from a lot of players, the majority of people suggested that they preferred the gameplay without high ground being accessible.
Script/Game Balance
Script changes are visible via the empires_scripts repo on our Gitlab. Please follow the link if you would like to check exactly how the script values have changed.
Infantry weapons
Both shotguns now have a FalloffEnd value of 7500, they were previously mismatched. (Previously BE was 5000, NF was 10000; This was unintentional.)
Vehicle chassis
Reduced BE AFV Max Weight by 10
Reduced NF Light Tank Max Weight by 10
Fixed a few issues with vehicle chassis armor angle values being slightly wrong. (Used for determining which armor side took damage)
NF Jeep armor angle values were for the old model, these have been updated to reflect the geometry of the new model.
Both command vehicles had non-symmetrical armor angles for the back of the vehicle. Only by a few degrees, however both have been updated to resolve this.
Vehicle engines
APC Engines' cooling has been reduced by 1.
Heavy Tank Engines' cooling has been increased by 1.
Removed researchable Artillery Engines as they served little purpose, standard engine has been adjusted to fit its new purpose and to be more fragile (with penalties).
Stalling Penalties have been changed to be less impactful for armor hits and more impactful for some hull hits and generally reduced stall on heat threshold penalties.
Horsepower Health Penalty has been increased slightly.
Bio Diesel has been tweaked so it's no longer "unstoppable".
Vehicle weapons
Removed High-Explosive Heavy Machine Gun
Artillery weapons have been slightly rebalanced.
The trajectory of artillery projectiles have been adjusted.
Weight, Damage, cycle time and heat have also been adjusted.
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://empiresmod.com
Changelog:
General changes
Added a 1 second delay after placement before walls can be recycled.
Refactored Steam Rich Presence code to hopefully optimize things.
Vehicle “Base weight” values have all been set to 0. This is so that the weight value shown in the menu’s is only displaying the current equipment weight and the total available weight.
Buildings now store the remainder of floating point damage that is applied in an accumulator. (This was already the case for player damage)
With the below explosion changes, it’s important that all damage to buildings is accounted for. Damage values were previously truncated and a small amount of damage would be lost; with the accumulator this is no longer the case.
All projectiles now collide with player hitboxes rather than the player’s axis-aligned bounding box. (Grenades/shells/missiles)
Improved on the previous version of hitbox detection for projectiles, which should now be a lot more accurate than the previous version.
Projectile sizes are now fully respected, whereas previously they were restricted to being a very small size; which would lead to the some shells and missiles missing, even if the model seemed to hit.
The aim of these changes are to increase accuracy and allow for a better experience. Nobody likes to die to things that clearly missed them.
Mines no longer collide with players. Mines can still be triggered by players but they will fall straight to the ground without colliding with other players when thrown.
Bug fixes
Fixed a memory leak on the client relating to loading and storing values in game_particles.txt. (It wasn’t being deleted on map change.)
Fixed a memory leak on the server relating to the method used to save/restore player information if they disconnect/reconnect. The information was things like kills/deaths/tickets used etc. (It wasn’t being deleted on map change.)
Speculative fix for scoreboard muting when the server is at a high player count.
Fixed the Scout weapon silencer skill. Previously it was only applying the volume change to the local player, other players would hear it as normal.
Fixed a bug causing Zulu squad to not generate squad points.
Fixed the scout silencer skill only working for the local player. (Volume changes only.)
Fixed rifleman vehicle damage skill not being applied to cannons.
Fixed an issue with footstep raycasts only hitting world surfaces.
For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.
Fixed a bug that was preventing all HUD-element reset functions from being called.
This was causing hud-hints to get stuck on screen after map change because the “hide” HUD animation wasn’t being called by the reset function.
Sound changes
Added footstep sounds for the snow/ice surface property.
Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it’s radius.
This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.
This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.
Sound-mixer changes
Reduced the volume for the following categories:
Ambient (This mostly affects soundscapes.)
UI
Music
Soundscape changes
Disabled the Auto DSP (Digital Signal Processor) effect for emp_duststorm, emp_midbridge and emp_mvalley.
The behaviour of the Auto DSP setting isn’t ideal for wide open spaces and quite often will cause the DSP settings to enter an echoed state but never get reset. (Without forcibly restarting the sound system)
Script/Game Balance
Rank Points
Reduced the amount of wages provided from repairing 100 units from 5 to 3
Reduced the amount of sabotages required to generate a rank-point from 2 to 1
Reduced the amount of mine defusals required to generate a rank-point from 2 to 1
Explosion changes
Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.
What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu
Explosions damage falloff is now also applied when damaging buildings.
Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.
Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information
Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information
Explosions now have a “falloff offset”, anything inside this zone will not have falloff applied.
You can think of this as an inner radius for which the explosion will always deal it’s full damage. (Resistances still apply, after the falloff calculation)
Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named “Explosion Falloff Offset” for both veh/inf scripts, default offset is 10% but script variable is 0-1)
Fixed a couple of general bugs to do with blocked explosion damage.
Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)
New CVAR has been added - “emp_sv_debug_visualize_explosions”, this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)
Changes to RPG & Mortar
Tidied up the code for both weapons, condensed some statements and shortened code where possible.
Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)
Changes to RPG
Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)
Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)
Reload now uses prediction/networking and the timings should be more reliable in general.
There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.
Changes to Mortar
Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.
Removed the right click function. This opened the “artillery map”, but this feature was unfinished and has remained in a broken state for a number of years.
Reload now uses prediction/networking and the timings should be more reliable in general.
Automatic reload delay is 0.5s after firing.
Infantry Weapons
RPG
Increased Explosion Radius from 50 to 75
Decreased turn speed from 1.75 to 1.65
Concussion grenades
Explosion Falloff Offset of 100% (No explosion damage falloff for these grenades)
Seismic grenades
Increased radius from 200 to 300
Explosion Falloff Offset of 50% (150 units)
Seismic grenade “ScreenShake” effect now matches the radius, it was previously hard-coded to 600 units.
Vehicle Armor
Commander
Increased Health from 250 to 275
Increased Squad Artillery Resist from 0.5 to 0.625
Reduces damage from squad artillery by 25%
Reactive
Increased Health from 120 to 130
Composite
Reduced Regeneration from 2 HP/s to 1.5 HP/s
Increased Biological Resist from 0 to 0.2
Regenerative
Reduced Regeneration from 5 HP/s to 4 HP/s
Vehicle Weapons
Missile Launchers
Homing Missile Launchers
Increased Missile Range from 6000 to 8000
Decreased Heat from 10 to 9
Increased Clip Size from 7 to 8
Standard Missile Launcher
Increased Explosion Radius from 100 to 200
Upgraded Missile Launcher
Increased Explosion Radius from 150 to 250
Guided Missile Launcher
Increased Explosion Radius from 100 to 200
Homing Missile Launcher
Increased Explosion Radius from 100 to 200
Biological Missile Launcher
Increased Projectile Spread from 0.5 to 1
Nuclear Missile Launcher
Reduced Projectie Spread from 1.25 to 1
Machine Guns
Depleted Uranium Machine Gun
Reduced Cost from 70 to 60
Reduced Cycle Time from 0.121 to 0.1
Reduced Damage from 5 to 4
Combined with the Cycle Time reduction it reduces DPS from 43 to 38
Reduced FalloffStart from 5000 to 4000
Reduced FalloffEnd from 10000 to 8000
Reduced Minimal Damage from 4 to 3
Depleted Uranium Heavy Machine Gun
REMOVED
Plasma Heavy Machine Gun
Increased Cost from 100 to 110
High-Explosive Heavy Machine Gun
Reduced Cost from 125 to 100
Cannons
Standard Cannon
Increased Explosion Radius from 275 to 300
Ranged Cannon
Increased Explosion Radius from 150 to 250
Railgun
Increased Explosion Radius from 100 to 200
High-Explosive Cannon
Decreased Projectile Spread from 1 to 0.5
Grenades
Explosion Damage Falloff Offset of 20% for all grenades
Buildings
Buildings
Reduced Recycle Time from 20 to 10
Decreased Kinetic Shell Resistance from 0.833 to 0.8
Decreased Explosive Shell Resistance from 0.89 to 0.833
Decreased Plasma Shell Resistance from 0.88 to 0.85
Decreased Explosive Missile Resistance from 0.833 to 0.75
Decreased Artillery Resistance from 0.85 to 0.775
Turrets
Decreased Kinetic Shell Resistance from 0.7 to 0.6
Decreased Explosive Shell Resist from 0.75 to 0.6
Decreased Biological Shell Resistance from 0.75 to 0.7
Decreased Plasma Shell Resist from 0.76 to 0.6
Decreased Explosive Missile Resistance from 0.65 to 0.5
Decreased Artillery Resistance from 0.7 to 0.55
Walls
Decreased Kinetic Shell Resistance from 0.925 to 0.91
Decreased Explosive Shell Resistance from 0.94 to 0.933
Decreased Explosive Missile Resistance from 0.94 to 0.92
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