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).
- For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/
- 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