Full notes
Full Empires Mod update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Workshop
- UI and audio
- Server
- Gameplay
- Performance
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.)
Source
Changelog.gg summarizes and formats this update. How we read updates.
