Empires Mod 2.39.0 Released!

We’re happy to announce version 2.39.0 is live on Steam.

Join us on Discord! https://discord.gg/UH6Sc6B

Changelog:

Features

  • Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).
  • Updated the resource income display on the HUD and mini-map:
    • Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).
    • Decimal places are hidden entirely if the value is a whole number.
    • Slightly increased the width of the top-right HUD panel to accommodate the extra digits.
    • Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.

Bugfixes

  • Fixed a server crash relating to the command vehicle being unexpectedly removed.
  • Fixed a server crash relating to maps that spawn buildings without an initial team being set.
  • Fixed a bug with capture points awarding victory to the incorrect team.
  • Fixed a problem with ablative armor’s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.
  • Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.

Script/Game Balance

Infantry Weapons

  • SMG3 (NF Heavy Carbine)
    • Damage reduced from 32 to 30
    • Minimal Damage reduced from 18 to 14
    • FalloffEnd reduced from 10000 to 5000
    • Clip Size increased from 12 to 14
    • Reduced overall accuracy

Vehicle Armors

  • Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.
  • Regenerative
    • Increased Regeneration from 3/s to 4/s
  • Absorbant
    • Increased Speed to Damage Reduction from -0.00007 to -0.0001
  • Capacitive
    • Reduced Damage to Heat from 0.05 to 0.02
    • Reduced Speed to Damage Modifier from 0.000035 to 0 Ablative
    • Increased Damage to Heat from 0 to 0.01
      • This is something all armors have, it was forgotten until now
  • Deflective
    • Reduced Angle Modifier Damage Reduction from 1 to 0.8

Vehicle Engines

  • Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.
    • This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)
  • Fission
    • Reduced Heat at Max from -4 to -3
  • Bio Diesel
    • Increased Cooling by 0.25
  • 3 Phase
    • Reduced Heat Output at Max from 4 to 3

Vehicle Weapons

  • Nuclear Warhead
    • Increased Weight from 150 to 180
    • Increased Heat from 75 to 100
  • Railgun
    • Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)
  • Salvo Homing Missiles
    • Heat from 5 to 4

Other changes

  • Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).
  • Reduced the rate at which the repair station repairs the armor and hull of command vehicles.
    • Reduced Repair Station Repair (Hull) from 75 to 5
    • Reduced Repair Station Repair (Armor) from 0.25 to 0.025