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.
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.
NF Heavy Carbine
Increased spread for all player stances. This was too accurate overall, but mostly when prone
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
Fission Reactor
Reduced Cooling at Max by 1 for all chassis
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
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.
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.
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:
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.
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
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:
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
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.
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
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
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.)
NF & BE APC
Increased available weight from 235 to 265
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
All Chassis
Increased Heat Dissipation for Advanced Coolant Engine by 1
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
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.