In this update8
Full notes
Full Empires Mod update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Maps
- Performance
- Gameplay
- Balance
- UI and audio
Empires Mod changes
We're happy to announce version 2.30.4 which is live on Steam right now. Changelog below and also on our website:
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, 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
SMG1 spread increment decreased (33% standing, 50% crouched, 65% prone)
SMG1 damage increased from 17 -> 18
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
Source
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