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.
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
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.
We just released version 2.24.1 and also want to announce our shitmaps event on the 23rd of February at 9pm GMT. Come and play the maps our community members made just for that day!