In this update10
Full notes
Full Empires Mod update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Balance
Empires Mod changes
We're happy to announce version 2.30.6 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 an issue causing degreesSlow/degreesFast vehicle handling variables to be overridden by hard-coded values. (There shouldn’t be any issues caused by fixing this as script values have been adjusted to match)
RPG now uses a different 3rd person reload animation as there was no RPG animation available. (Uses HL2’s AR2 reload as it is the closest visual fit)
Fixed an issue with accuracy upgrade not using the script value when adjusting weapon base spread. (It was hard-coded to 25%, this will now use “AccuracyUpgradeModifier” script variable)
For most weapons this will be a small nerf to accuracy but as always any issues identified will be addressed in future updates.
Script/Game Balance
Damage Types and Resistances
Changed GeneralChemistry to GrenadeExplosive (Grenade Launcher and Upgraded Grenade Launcher)
Changed GeneralPhysics to ShellPlasma and BulletPlasma (Plasma CN and Plasma MG)
ShellPlasma inherited the GeneralPhysics values
PlasmaBullet
Absorbant has 10% resistance
Buildings have 100% resistance
Turrets have 70% resistance
Walls have 100% resistance
Infantry has 0 resistance
Changed BioArt to ShellBiological (Biological CN)
Changed Kinetic to ShellKinetic
Changed Explosive to ShellExplosive
Changed APBullet to BulletAP
Changed BulletExplosive to BulletExplosive
Changed KineticArt and ExplosiveArt to Artillery
Increased Building resistance against Depleted Uranium from 87.5% to 100%.
Decreased Wall resistance against Plasma Cannons from 94% to 88%.
It doubles the damage that plasma cannons do to walls making it a new perk of plasma cannons.
Research
Added separate researches for Artillery Cannons
Removed Turrets research from Electrical Engineering
Added a new tree called Strutucal Engineering
Upgraded Machine Gun Turrets Lvl 2
Upgraded Machine Gun Turrets Lvl 3
Upgraded Missile Launcher Turrets Lvl 2
Upgraded Missile Launcher Turrets Lvl 3
Classes
Rifleman and Scout now have access to Seismic Grenades
Infantry Weapons
Northern Faction .50cal Rifle
Increased recoil across the board
Vehicle Chassis
APC
Increased cost by 50
Reduced the number of Grenade Launcher that can be equipped from 2 to 1.
Reduced the size of the Grenade Launcher slot from 3 to 2.
LT/AFV
Increased cost by 30
Medium
Reduced the number of Missile Launcher that can be equipped from 2 to 1.
Heavy
Brenodi Empire
Increased the size of the Machine Gun slot from 2 to 3.
Reduced the number of Missile Launcher that can be equipped from 3 to 1.
Reduced the number of Machine Gun that can be equipped from 2 to 1.
Northern Faction
Increased the size of the Machine Gun slot from 2 to 3.
Reduced the number of Missile Launcher that can be equipped from 6 to 2.
Reduced the number of Machine Gun that can be equipped from 2 to 1.
Vehicle Armor
Removed Capacitive
Reactive
Increased Health from 120 to 130.
Vehicle Engines
APC
Increased Weight of Fission Engine from 5 to 10.
LT/AFV
Increased Weight of Fission Engine from 10 to 20.
Medium
Increased Weight of Fission Engine from 10 to 20.
Heavy
Increased Weight of Fission Engine from 10 to 20.
Artillery
Reduced Weight of 3 Phase Engine from 40 to 30.
Increased Weight of Fission Engine from 10 to 20.
Vehicle Weapons
Plasma MG
Decreased Cycle Time from 0.35 to 0.3.
Decreased Heat from 0.18 to 0.15.
Grenade Launcher
Decreased Cycle Time from 2 to 1.4.
Increased Heat from 8 to 10.
Increased Cost from 30 to 50.
Increased Weight from 30 to 40.
Upgraded Grenade Launcher
Increased Weight from 40 to 50.
Increased Heat from 12 to 14.
Source
Changelog.gg summarizes and formats this update. How we read updates.
