Empires Mod - Smithy

We're happy to announce version 2.38.3 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

Changelog:
Bugfixes
  • Added a number of safety measures in the game’s codebase to try to resolve a server crash introduced in 2.38.1

  • Changed emp_sv_player_refinery_multiplier to allow input values of 0 to disable this functionality entirely.

Script/Game Balance
Infantry Weapons
  • NF Heavy Carbine

    • Increased spread for all player stances. This was too accurate overall, but mostly when prone

Vehicle Armors
  • Pykrete Armor has been renamed to Ablative Armor

  • Ablative Armor

    • Reduced Regeneration at low heat from 2/s to 1/s

    • Reduced Regeneration at medium heat from 1/s to 0

    • Increased Melting (negative regeneration) at high heat from 0 to -0.5/s

Vehicle Engines
  • Fission Reactor

    • Reduced Cooling at Max by 1 for all chassis

Research
  • Superheat Material Physics

    • Increased Cost (per second) from 4 to 5

    • Increased Time from 90 to 120

    • With these changes the total cost is increased from 360 to 600

  • Plasma Tipped Rounds

    • Increased Cost (per second) from 4 to 5

    • Increased Time from 60 to 90

    • With these changes the total cost is increased from 250 to 450

  • Depleted Uranium

    • Increased Time from 45 to 60

    • With this change the total cost is increased from 180 to 240

  • Nuclear Warhead

    • Increased Cost (per second) from 5 to 6

    • Increased Time from 240 to 300

    • With these changes the total cost is increased from 1200 to 1800

  • Improved Flagration Compounds

    • Reduced Time from 45 to 30

    • With this change the total cost is reduced from 90 to 60

  • Explosive Tipped Bullets

    • Increased Time from 45 to 60

    • With this change the total cost is increased from 180 to 240

  • Upgraded Chassis

    • Increased Time from 200 to 300

    • With these changes the total cost is increased from 600 to 900

  • Artillery Tank Chassis

    • Increased Time from 150 to 180

    • With these changes the total cost is increased from 750 to 900

  • Advanced Chassis

    • Increased Cost (per second) from 4 to 5

    • With this change the total cost is increased from 1200 to 1500

  • Heavy Tank Chassis

    • Increased Cost (per second) from 5 to 6

    • Increased Time from 200 to 300

    • With these changes the total cost is increased from 1000 to 1800

  • Advanced Machining

    • Increased Cost (per second) from 4 to 3

    • Increased Time from 150 to 180

    • With these changes the total cost is increased from 600 to 540

  • Gas Turbine

    • Increased Time from 90 to 120

    • With this change the total cost is increased from 360 to 480

  • Railgun

    • Increased Cost (per second) from 4 to 5

    • Increased Time from 90 to 120

    • With these changes the total cost is increased from 360 to 600

  • Salvo Homing Missile Launcher

    • Increased Cost (per second) from 4 to 5

    • Increased Time from 90 to 120

    • With these changes the total cost is increased from 360 to 600

  • TOW Guided Missile Launcher

    • Increased Cost (per second) from 4 to 5

    • Increased Time from 90 to 120

    • With these changes the total cost is increased from 360 to 600

  • Biological Machine Gun

    • Increased Time from 45 to 60

    • With this change the total cost is increased from 180 to 240

  • Biological Cannon

    • Increased Cost (per second) from 4 to 5

    • With this change the total cost is increased from 480 to 600

Empires Mod - Smithy

We're happy to announce version 2.38.2 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check our Discord events to see the date and time of when games are played.

Changelog:
Bugfixes
  • Fixed a number of bugs introduced in 2.38.1:

    • Fixed some issues with visibility of entities when using the commander interface. Most notably, buildings that were not fully built and vehicles were not visible when they should have been.

    • Fixed a bug that prevented team participation score being processed correctly. The following were not working correctly:

      • Commander score bonus.

      • Squad participation bonus.

      • Squad leader bonus.

    • Fixed an issue causing vehicle carcasses to be displayed on the mini-map.

    • Fixed an issue where Brenodi reinforcements weren’t being set correctly by map inputs on emp_info_params. (It was using the NF setting for both teams.)

    • Fixed a bug in GetBuildingCount() function in code, it was only able to return a count of team radars, regardless of input parameters.

  • Fixed an issue where the radar & engineer radar were trying to spot dead vehicles.

  • Fixed an issue where recycling the radar wasn’t pausing the radar functionality of the building. (Changed to match all other buildings.)

  • Fixed some potential issues in the ray cast detection used when reviving players. These are used to attempt to put the player on the ground and avoid putting the player inside terrain.

    • Added additional safety checks to ensure additional ray casts weren’t used if the initial cast failed.

  • Added a small delay to unstuck functionality if stuck inside building geometry, rather than attempting to get the player unstuck every frame if attempts failed.

Empires Mod - Smithy

We're happy to announce version 2.38.1 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.

Changelog:

Bugfixes
  • Fixed a bug causing mini-map icons to appear as the wrong building / vehicle type.

  • Fixed a regression, where the mini-map wouldn't reveal both team's units at the end of the game.

  • Fixed a bug where revived players would occasionally be teleported to the map origin.

  • Fixed a bug where recycling a radar caused the emp_info_params entity to miscount the number of radars a team currently has. This was due to the counter decrementing twice, requiring teams to build two radars to compensate. The logic has been rewritten to eliminate reliance on manual increment/decrement operations.

  • Optimized some of the heavily used functions in the game code. While functionality remains unchanged, these refinements offer small improvements to server performance and enhance overall maintainability.

Script/Game Balance

Infantry Weapons

  • SMG3 (NF Heavy Carbine)

    • Decreased Damage per bullet from 37 to 32

Vehicle Weapons

  • Homing Missile Launcher (2 slot)

    • Decreased heat from 10 to 8

Empires Mod - Smithy

We're happy to announce version 2.38.0 which is live on Steam right now. Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.

Changelog:

Features
  • Replaced vehicle shell particle effects with the new particle systems. Each cannon can (and now does) have a different trail of particles.

    • This may make it easier to identify the locations of artillery tanks, and notice incoming artillery shells.

  • Large rework of the vehicle heat mechanics

    • Added a fourth “Overheat” heat region.

      • Now there is “Low” (Green), “Medium” (Yellow), “High” (Orange), and “Overheat” (Red)

    • The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.

    • The positions of the various heat regions can be defined per-engine.

    • When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red.

      • This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.

    • Engines will now begin stalling at the High region, and completely stall at the Overheat region.

    • Weapons can have a “Critical Heat Zone”. When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.

      • Crit shells can have a different firing sound, impact sound, and trail particles.

      • Crit shells do increased damage

      • Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.

      • Only shells have crits implemented. If this idea is kept, then we’d want to implement the same for MGs, missiles, and grenades.

    • Due to simplifications of the engine stall code, the “Heat Stall Penalty” value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.

  • Added an additional info panel to the vehicle HUD

    • This panel is displayed to players currently inside a tank

    • The panel shows the following information, from left to right:

      • The armor the vehicle has equipped

      • The engine the vehicle has equipped

      • The current number of passengers, out of the vehicle’s total capacity

      • Whether the vehicle will not detonate mines (i.e., the driver or a passenger has the Defuse skill)

      • Whether the vehicle has a spawn point

  • Added Pykrete Armor

    • Pykrete armor is made of ice reinforced with complex hydrocarbon chains.

    • It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions. This introduces a new melting/regeneration mechanic to the game.

  • Research now drains resources over time, instead of spending all of the resources up-front.

    • Commanders can pause and resume research at any time.

    • If there is insufficient resources for research to continue, then research is paused automatically.

      • The entire team will hear the “Insufficient Resources” sound clip.

    • When research is complete, the entire team (and all spectators) will hear the “Research is now complete” sound effect, instead of just the commander.

    • Added a new mapmaking entity emp_logic_resource_drain to allow mapmakers to specify their own similar resource drains.

  • Improved the resources HUD display. The resource total and income are now displayed more accurately than before.

    • Resource total updates more frequently, to better reflect the actual value. Previously it was tied to a timer.

    • Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.

    • Recurring resource income is now displayed alongside the dynamic income, this figure excludes manual adjustments and resource drains. Essentially, this displays income from recurring sources, for example refineries.

  • Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.

  • Added additional HUD icons for certain F-menu requests.

  • Added additional cancellation and suppression criteria for certain F-menu requests.

    • Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.

  • Added new listener mapmaking entities, emp_logic_resource_listener, emp_logic_ticket_listener, and emp_logic_research_listener.

  • Added a sound effect that plays when a tank loads ammo.

  • Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.

  • The debug console command emp_debug_spawn_shell now has three parameters:

    • 1: The weapon index of the shell to spawn

    • 2: The number of shells to spawn (between 1 and 128)

    • 3: Whether or not the shell is a crit shell.

  • Commanders can now see player request icons from further away, especially requests for commander attention.

    • This distance is 12k units for commander attention requests and 6k units for other requests

    • For comparison, requests are normally 3k units and revive icons 4k units - Added Aircraft

Bugfixes
  • The C++ code for the mini-map has been extensively refactored. This update resolves several longstanding issues and improves maintainability, making it easier for developers to add new features and enhancements.

  • Fixed a bug causing homing missiles to fire without any spread when fired without entering missile lock.

  • Fixed a crash involving the vehicle info HUD element.

  • Fixed a bug where reviving in water would cause the player to appear far beneath the surface.

  • Fixed a bug where players changing teams to spectator while in a vehicle retain collision.

  • Fixed some issues with the method in which tips were selected to be displayed on the loading screen.

Script/Game Balance
Buildings
  • Armory

    • Reduced Carcass Removal Time from 30 to 10

  • Barracks

    • Reduced Carcass Removal Time from 30 to 20

  • Radar

    • Reduced Carcass Removal Time from 30 to 15

  • Repair Pad

    • Reduced Carcass Removal Time from 30 to 15

Research
  • All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.

  • Added a research item for APC spawn points.

    • Costs 4 resources per second for 120 seconds. (480 resources in total.)

  • Added a research item for Pykrete Armor in the Chemistry tree within Improved Heat Transfer Fluids, next to Advanced Coolant Engine.

  • APC Chassis is researched by default

  • The Homing Missiles research now unlocks the 2-slot homing missile instead of the 3-slot homing missile

  • Re-enabled research for Salvo Homing Missiles and TOW Guided Missiles

  • Nuclear Warhead

    • Increased research cost from 4 to 5 (Total cost 1200)

    • Increased research time from 180 to 240

Infantry Weapons
  • NF Heavy Carbine (SMG3)

    • Improved Overall Weapon Spread

    • Increased damage per bullet from 27 to 37

    • Increased Time between shoots from 0.12 to 0.20

    • Increased minimal damage per bullet from 13 to 18

    • Decreased clip size from 20 to 12

      • Also adjusted spawn/max ammo counts - engineer spawns with 4 clips and scout spawns with 5 clips. (Without ammo increase skill.)

Vehicle Chassis
  • NF & BE APC

    • Increased available weight from 235 to 265

Vehicle Armors
  • Capacitive Armor

    • Buff

      • Decreased Cost per plate from 20 to 18

      • Increased Health per plate from 80 to 110

      • Decreased Damage To Heat Absorbed from 0.1 to 0.05

    • Nerf

      • Increased Weight per plate from 15 to 18

      • Added Speed To Damage Modifier 0.000035

      • Decreased Infantry Grenade Resist from 0.55 to 0.35

      • Decreased Infantry Mine Resist from 0.55 to 0.50

      • Decreased Infantry Missile Resist from 0.40 to 0.20

      • Decreased Infantry Mortar Resist from 0.40 to 0.20

      • Decreased Infantry Explosive Sticky Resist from 0.25 to 0.20

      • Decreased Infantry Sticky Stun Resist from 0.25 to 0.15

      • Decreased Squad Arty Resist from 0.55 to 0.40

  • Composite

    • Increase Sticky Bomb Resistance from -0.716 to -0.6

Vehicle Engines
  • All Chassis

    • Increased Heat Dissipation for Advanced Coolant Engine by 1

Vehicle Weapons
  • Shells and missiles now use uniform circular distribution when applying spread instead of bounded uniform distribution.

    • All this means is that spread is applied using a radius around the crosshair instead of using random min/max bounds. (Circular distribution instead of square.)

  • Plasma Cannon

    • Decreased damage from 84 to 60

    • Now fires 2x damage crit shells when in the high (orange) heat region or above

  • Salvo Homing Missiles

    • Increased cost from 105 to 150

    • Increased clip size from 4 to 10

    • Increased reload time from 3.75 to 8

    • Increased missile lock on range from 5000 to 8000

    • Decreased lock on time from 0.6 to 0.5

    • Decreased lock on radius from 0.35 to 0.2

    • Decreased lock on range modifier from 0.00040 to 0.00025

    • Decreased damage from 40 to 28

    • Increased Heat from 3 to 5

    • Decreased weight from 100 to 80

    • Increased Explosion range from 80 to 150

  • Homing Missiles (2-slot)

    • Increased cost from 80 to 95

    • Decreased missile Speed from 2500 to 2300

    • Decreased weight from 70 to 60

  • TOW Guided Missiles

    • Increased cost from 135 to 150

    • Increased Missile speed from 2100 to 2300

    • Increased Missile Range from 6500 to 8000

    • Increased clip size from 5 to 6

    • Increased Explosion Radius from 115 to 150

    • Decreased Cycle Time from 1.3 to 1.25

  • Biological Cannon

    • Increased Damage from 80 to 90

    • Reduced Biological Damage from 10 to 5

  • Biological Missile Launcher

    • Increased Damage from 50 to 60

    • Reduced Biological Damage from 10 to 5

  • Homing Missile Launcher

    • Increased Lock On Radius from 0.1 to 0.2

    • Reduced Lock On Range Multiplier from 0.00025 to 0.0001875

      • Lock On time increased from between 0.5 to 2.5 seconds to between 0.5 to 2 (up to 40% faster)

  • Biological Grenade Launcher

    • Reduced Cycle Time from 2 to 1.6

    • Increased Clip Size from 6 to 8

    • Reduced Total Ammo Clips from 5 to 4

    • Reduced Vehicle Biological Damage from 10 to 5

    • Increased Vehicle Bio Time from 4 to 5

  • Medium Artillery Cannon

    • Increased Projectile Spread from 0.001 to 0.25

  • High-Explosive Artillery Cannon

    • Increased Projectile Spread from 0.001 to 0.30

  • Ranged Artillery Cannon

    • Increased Projectile Spread from 0.001 to 0.15

Other changes
  • Several unused features have been removed:

    • Research can no longer upgrade ammo damage.

    • Vehicle weapons can no longer be “disabled”, and research cannot disable vehicle weapons.

    • Servers can no longer disable vehicle horns with the emp_sv_vehicle_allow_horns cvar

  • Increased the default value of the emp_sv_vehicle_fadeout_time cvar from 30 seconds to 180 seconds.

  • Increased the default value of the emp_sv_vehicle_fadeout_time_partial cvar from 30 seconds to 60 seconds.

  • We did a large refactor to the minimap code. You shouldn’t notice any huge changes, but the scaling might be slightly off from what it was before. This can be adjusted with the emp_map_size cvar.

  • Removed some less useful statistics from the vehicle preview in the vehicle creation panel.

Empires Mod - Neoony
🚨 Get Ready for Shitmaps 8! 🚨

Mark your calendars: Saturday, January 18th, 2025 at 20:00 CET / 19:00 GMT / 2:00 PM EST!
The time has come for another EPIC Shitmaps event—bigger, wilder, and more chaotic than ever before!

🎭 What to Expect

Prepare for fresh creations, absurd ideas, and more laughs than ever as we dive into the most ridiculous, creative maps our community can deliver. It’s the one day a year where the madness takes over, and even the most serious faces crack a smile! Get ready for a day of community chaos and unforgettable fun.

🔥 Hype Yourself Up

Check out the official Shitmaps 8 trailer here: Watch the Trailer

Want even more chaos?
Relive the madness from previous Shitmaps event: Watch Shitmaps 2024 Playlist (Bill Nye)

🎉 Join the Chaos

Whether you’re a longtime fan or a curious newcomer, this is the moment we’ve all been waiting for.
Let’s make Shitmaps 8 the most unforgettable event yet.
We’ll see you there for the wildest maps, the biggest laughs, and the most creative chaos Empires has ever seen!

Happy Shitmaps, everyone!
Empires Mod - Smithy
We're happy to announce version 2.37.4 which is live on Steam right now.
Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.

Did you know we are porting this mod to Unreal Engine 5?
You can follow its development on our Website and/or Discord

Changelog:
Bugfixes
  • Fixed a problem where upgradable buildings were not precaching their models correctly, resulting in invisible models when placing the building for the first time.
Script/Game Balance
Research
  • Advanced Chassis
    • Increased Cost from 750 to 900
    • Increased Time from 250 to 300
  • Heavy Tank Chassis
    • Increased Cost from 750 to 1000
    • Increased Time from 150 to 200
Infantry Resistances
  • Scout
    • Reduced Explosion Bonus Resistance from 10% to 5%.
    • Reduced Bullet Bonus Resistance from 10% to 5%.
  • Rifleman
    • Reduced Bullet Bonus Resistance from 20% to 10%.
  • Grenadier
    • Reduced Explosion Bonus Resistance from 20% to 10%.
Infantry Weapons
  • NF Shot Pistol
    • Increased Damage from 14 to 16.
    • Increased Minimal Damage from 7 to 8.
Empires Mod - Smithy
We're happy to announce version 2.37.3 which is live on Steam right now.
Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.

Did you know we are porting this mod to Unreal Engine 5?
You can follow its development on our Website and/or Discord

Changelog:
Bugfixes
  • Fixed a bug preventing explosion damage from being blocked correctly.
  • Fixed a bug that would allow one too many players to join a team before being classed as unbalanced when using mp_teams_unbalance_limit.
Script/Game Balance
Research
  • Capacitive Armor
    • Increased the research cost from 240 to 360
    • Increased the research time from 60 to 90
  • Reduced Cost of APC Chassis research from 360 to 240
  • Reduced Time of APC Chassis research from 90 to 60
Vehicle Armors
  • Capacitive Armor
    • Increased the weight from 13 to 15
  • Reactive
    • Reduced Health from 120 to 110
Infantry Weapons
  • SMG1
    • Increased Clip Size from 30 to 35
    • Increased number of clips from 3 to 4
  • SMG2
    • Increased Clip Size from 35 to 40
    • Increased Engineer’s number of clips from 3 to 4
    • Increased Scout’s number of clips from 4 to 5
Empires Mod - Smithy
We're happy to announce version 2.37.2 which is live on Steam right now.
Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.

Did you know we are porting this mod to Unreal Engine 5?
You can follow its development on our Website and/or Discord

Changelog:
Bugfixes
  • Fixed a few bugs caused by a large refactor of the game’s codebase:
    • Fixed a bug with ML turret targeting.
    • Fixed a bug with wall preview models not being visible.
    • Removed a left over debug statement from vehicle code. (Console would spam “WL_WAIST” if vehicle was partially submerged in water)
Script/Game Balance
Research
  • AFV and LT are now set to be researched at the start of the game (Start_Researched 1).
    • Map creators can still set disable AFV/LT by using emp_sv_unresearch_item in the map’s cfg file.
  • Increased Upgraded Chassis time from 120s to 200s
  • Increased Advanced Chassis time from 150s to 250s
  • Increased Advanced Machining time from 120s to 150s
Buildings
  • Increased Radar cost from 300 to 400
Infantry Weapons
  • SMG1
    • Reduced Damage from 18 to 16
    • Reduced Minimal Damage from 11 to 7
    • Reduced Spread Increments by 10%
  • SMG2
    • Reduced Damage from 19 to 17
    • Reduced Minimal Damage from 12 to 8
    • Reduced Spread Increments by 10%
Vehicle Weapons
  • .50 Cal Machine Gun
    • Increased clip size from 80 to 120
Other changes
  • Updated material surface properties:
    • Reduced Snow friction from 0.75 to 0.6
    • Reduced Ice friction from 0.6 to 0.3
  • Upgraded the platform toolset for compiling the Windows version of the game from v120 to v143. The codebase has been refactored to support this update, and no issues or new bugs are anticipated.
    • Alternate names for these toolsets are Visual Studio 2013 (MSVC 12.0) & Visual Studio 2022 (MSVC 14.3).
Known Issues
  • Armor impact sounds are often too quiet to be heard well. (Carried over from 2.37.0)
Empires Mod - Smithy
We're happy to announce version 2.37.1 which is live on Steam right now.
Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.

Did you know we are porting this mod to Unreal Engine 5?
You can follow its development on our Website and/or Discord

Changelog:
Features
  • Added the recycleGivesRefund (“Give Refund on Recycle?” in Hammer) parameter for building entities.
    • If set to 1 (the default), then when the building is recycled the resources are refunded.
    • If set to 0, then when the building is recycled, no resources are given to the team.
    • The commander will get feedback for what the refund cost will be when triggering a recycle on a building.
    • This change allows level designers to strategically place buildings without worrying about commanders using them to gain additional resources through recycling. For instance, pre-spawned turrets are placed in starting locations to prevent early rushes. However, in the past, commanders have used these turrets to gain small resource advantages during the early phase of the game.
    • Although none of the official maps have been changed to adopt the above behaviour, this may be implemented in the future.
  • Buildings can now require research to be placed.
    • If a building has the “Research” parameter set to the name of a research node, then the building will not be able to be placed until that research is completed.
      • Previously, this parameter was only used for turret upgrades.
    • If a building is unresearched, then it will show up in purple in the build menu.
    • The highlight color of unresearched buildings are purple, and have a tooltip indicating that they are not researched.
Bugfixes
  • Reverted grenade physics behaviour back to how it was prior to 2.37.0.
    • We now fake the grenade bounce sound without detecting surface type. The previous VPhysics based detection did not actually detect the right surface type most of the time, so this is not much of a regression.
  • Changed physics timestep to match server tickrate. (Instead of DEFAULT_TICK_INTERVAL - for Empires that’s currently 66 tick)
  • Removed code that disables vertex-lit materials being applied to detail models. (It no longer replaces the model with error.mdl)
  • Comprehensive refactoring of vehicle code, both client & server. The aim of this is to improve code readability & maintainability while implementing minor bug fixes and reducing code complexity. It will allow us to iterate easier in the future when adding new features. Some related bug fixes
    • Fixed some bugs caused by the vehicle self-destruct functionality. When the self-destruct timer had elapsed it would cause the self-destruct damage to be applied first, then ignore any subsequent damage/regeneration that may happen in that frame. Essentially, if a vehicle was taking self-destruct damage it would be invincible to biological damage-over-time and armor would stop regenerating.
    • Fixed a number of potential crashes.
    • Fixed some issues with how vehicle water level is detected/set in code. This has no impact on gameplay but is now working as intended.
    • Fixed a bug with vehicle damage assists. Assists had the potential to be awarded because other entities had damaged the vehicle. (trigger_hurt for example).
    • Significantly reduced memory required to store a vehicle object through removing unused variables and optimization.
    • Reduced CPU usage by optimized code in various places.
Script/Game Balance
Infantry weapons
  • Modified the Heavy Machine Gun for both teams to deliver sustained fire with decent accuracy, despite initially lower accuracy compared to rifles and SMGs, thanks to its low increment for longer, stable bursts.
    • HMG spread is based on DuckingSpread
      • HMG is 100% less accurate while Standing
        • HMG is 200% less accurate than Standing while Jumping
      • HMG is 20% more accurate while proning
    • HMG Spread Modifier is based on Spread
      • HMG is 200% less accurate while moving
    • HMG increment is based on Standing Increment
      • HMG increment is 20% slower while Crouching
      • HMG increment is 40% slower while Proning
  • Adjusted the cycle time for the following weapons to align with servers operating at a 100 tick rate.
    • SMG 1(Both teams)
      • CycleTime 0.09 -> 0.08
    • SMG 2 (Both teams)
      • CycleTime 0.075 -> 0.07
    • NF Assault rifle
      • CycleTime 0.106 -> 0.1
  • Engineer Tool
    • Increased heal amount from 4 to 6
    • Reduced Heal Modifier from 3 to 2 (Heal upgrade multiplier)
Vehicle Weapons
  • Biological Machine Gun
    • Reduced Clip Size from 80 to 60
  • High-Explosive Machine Gun
    • Reduced Clip Size from 70 to 50
  • Depleted Uranium Machine Gun
    • Reduced Clip Size from 100 to 80
  • Railgun
    • Increased Clip Size from 30 to 40
  • Biological Cannon
    • Reduced Bio Time from 10 to 5 seconds
  • Homing Missile Launcher
    • Increased Lock On Time from 0.4 to 0.5
    • Reduced Lock On Modifier from 0.4 to 0.25
      • Homing Lock On Time reduced from 0.4-3.6 to 0.5-2.5 seconds
        • Homing Lock On Speed increased is 25% faster on average
Vehicle Armors
  • All armors
    • Increased Sticky Resist from -0.714 to -0.6
      • This reduces Sticky Bomb damage from 300 to 280 which means they won’t destroy LT/APC with 1 grenade when equiped with plain or absorbant armor
  • Plain Armor
    • Increased Health from 60 to 70
  • Absorbant Armor
    • Increased Speed to Damage Modifier from 0.00005 to 0.00007
  • Composite Armor
    • Increased Speed to Damage Modifier from 0.000025 to 0.000035
  • Introduced new Capacitive Armor research under Electrical Engineering.
    • Research cost: 240 resources
    • Research time: 60 seconds
    • Capacitive Armor is intended to be resistant to infantry weapons but vulnerable to enemy tanks, key armor statistics below:
      • Weight: 13 per plate
      • Cost: 20 resources per plate
      • Health: 80 per plate
      • Damage to Heat Absorbed: 0.02 (2% of damage received is converted to heat)
      • Resistances:
        • HE Grenades: 70% resistance
        • Mines: 55% resistance
        • RPG: 45% resistance
        • Mortars: 45% resistance
        • Explosive Sticky Grenades: 42.5% resistance
        • Stun Sticky Grenades: 42.5% resistance
        • Squad Arty: 55% resistance
Vehicle Engines
  • Standard Engine
    • Increased cooling by 0.5
Research
  • New Research
    • Vehicle Factory
      • Parent: Structural Engineering
      • Time: 60s
      • Cost: 240
    • LT/AFV Chassis
      • Parent: Mechanical Engineering
      • Time: 60s
      • Cost: 240
    • APC Chassis
      • Parent: Mechanical Engineering
      • Time: 90s
      • Cost: 360
Buildings
  • Radar
    • Reduced Cost from 600 to 300
    • Reduced Health from 250 to 200
  • Vehicle Factory
    • Reduced Cost from 700 to 500
Other changes
  • Updated armor descriptions
Known Issues
  • Armor impact sounds are often too quiet to be heard well. (Carried over from previous update.)
Empires Mod - Smithy
We're happy to announce version 2.37.0 which is live on Steam right now.
Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.
(It's not dead yet)

Did you know we are porting this mod to Unreal Engine 5?
You can follow its development on our Website and/or Discord

Changelog:
Features
  • Grenades and mines make sounds when they bounce against surfaces.
  • Added armor impact sounds.
    • Distinct sounds play when a vehicle’s armor is damaged, a vehicle’s hull is damaged, and when a sticky grenade latches to a tank hull.
    • Different armors can have different sounds, though most armors currently do not.
  • Enabled several unused NF taunts.
  • Updated the commander view’s zoom functionality.
    • Added zoom-to-cursor functionality. The camera will zoom towards the cursor position when enabled. An option will be added to the advanced section of the multiplayer settings menu.
    • Camera smoothing has been updated, updated cvars added to control this.
      • emp_comm_zoom_stepsize - Controls how many units to increment/decrement the target zoom amount per scroll.
      • emp_comm_zoom_speed - Original cvar, original values should still work with updated smoothing method.
  • Enabled the trigger_portal brush entity.
    • trigger_portal is an brush entity in the Source base code.
    • It moves touched entity to a destination trigger_portal, preserving the relative position and velocity of the entity.
    • Warning: This entity can cause teleported entities to become stuck or escape the map, and has not extensively tested. Use at your own risk!
  • Added team-limiting spawnflags to all trigger bruah entities.
Bugfixes
  • Fixed the game phase material proxy not updating correctly.
  • Fixed MG turrets continuing to play the shooting sound effect after game end.
  • Fixed spectator HUD not displaying observer target info correctly.
  • Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.
  • Changes to team physics content masking.
Script/Game Balance
Vehicle Weapons
  • Guided Missile
    • Increased Maximum Guiding Range from 5500 to 8000
  • Homing Missile
    • Increased Maximum Lock On range from 7000 to 8000
  • Biological Missile
    • Reduced Bio Duration from 8 to 5s
Vehicle Armors
  • Regenerative
    • Reduced Health Regeneration from 4 to 3
Vehicle Engines
  • Bio Diesel
    • Reduced Cooling by 0.25
Other changes
  • Sever operators can now disable the server inactivity timeout by setting emp_sv_inactivity_timeout to 0.
    • If non-zero, the timeout has a minimum of 120 seconds.
  • Deprecate the emp_sv_forceteam convar.
    • This functionality has been replaced by the new AllowedTeams field in emp_info_params.
      • Setting AllowedTeams to 0 allows players to join either team. Setting it to 2 or 3 allows player to only join Northern Faction or Brenodi Empire respectively.
      • This function can still be accessed by setting the emp_sv_forceteam convar, but that variable is now deprecated and will not show up in autocomplete.
  • Remove remnants of the PushMap setting in emp_params
  • Minimap icons will now be revealed to both teams when the game is over.
  • When the game ends, the game timer on the HUD will freeze, displaying the final time for that round.
  • When creating workshop packages, you can now specify a preview image.
    • This can be done by adding the “Image” “FilePathRelativeToWorkshopItemFolder.jpg” KV pair to the package.txt`
Known Issues
  • Armor impact sounds are often too quiet to be heard well.
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