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Empires 2.41 has been released!
  #1  
Old Mar-23-2013, 01:35 AM
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Default Empires 2.41 has been released!

I have stuff to write here, but we're going to do most of the news postings tomorrow morning. In the meantime, changelog:

Quote:

Added:

+ Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip).
+ Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu.
+ Added new HTML based news panel.
+ Added a splash screen to replace the launcher window on game start.
+ Mappers can now place engineer cameras in their maps (only partially working, they need built when the map starts and nf cameras display the BE model.)
+ New server command to instantly start sudden death: emp_sv_enable_sudden_death (1/0).

Fixed:

* Empires can now be launched if installed on a separate drive from Source SDK Base 2007 (using the Steam library feature).
* Zoom-out effect when switching rifleman weapons after using ironsight zoom.
* News panel in main screen could be duplicated when changing resolution.
* Players health could be displayed as being below 0HP after they died.
* Pacifist achievement could be gained by any player with 0 kills at the end of the round. It is now only awarded to the player with 0 kills and the highest points.
* Multiple mortar shells can now be fired at once.
* Bots can no longer earn achievements.
* Northern Faction Heavy Machine Gun would drain stamina at the incorrect rate.
* Mortar rounds could pass through Brenodi Empire Heavy tank at some angles.
* Fixed issue where empires could fail to start on some computers with multiple steam accounts.
* Map name label is now visible whilst in spectate.
* Revive icons no longer appear in the sky for unspawned players when playing as revive engineer.
* Fixed issue where wages may not update after building vehicles.
* Sticky grenades can no longer damage friendly vehicles.
* Wrong skills will no longer be shown in class menu.
* When re-customising a vehicle using a repair pad your team no longer needs the resources for the full value of the tank. It now correctly requires only the value of the changes.
* Highlight boxes when mousing over some selection boxes were too large.
* Destroyed Northern Faction APCs now have the correct texture.
* Missing rock and water textures on emp_slaughtered.
* When maximum rank is reached (commander) the next rank (in class selection menu) will read max instead of always reading commander.
* Engineers would not get second turret/camera after 4th rank.
* Squad aura was still applied whilst squad leader was dead.
* Bio weapon damage fixed. It was using the absolute world coordinates of the initial damage as the reference point to apply damage.
* Requests for health/ammo/repairs should now be clearly visible on the minimap.
* Fixed missing minimaps on emp_arid and emp_glycencity for some players.
* APC's would still heal their occupants during sudden death.
* Launcher will now exit even if user doesnt click ok in dialogue box / game exits unexpectedly.
* Using imperial instead of metric units for speedometer (available in options menu) now persists after Empires has been restarted.
* Selecting pistols could sometimes affect the selection of skills.

Modified:

/ Updated Empires manual.
/ Updated emp_palmbay.
/ Updated emp_bush.
/ Updated emp_crossroads.
/ Updated emp_escort.
/ Updated emp_slaughtered.
/ Lowered emp_streetsoffire resource rate by 50%.
/ Increased tickets for emp_mvalley, emp_duststorm and emp_cyclopean.
/ Tweaked opacity of water on emp_cyclopean.
/ Improved lighting on some tree/bush models.
/ Updated local 'Create Server' menu to say Empires 2.41 instead of 2.2 as the default server name.

Script Changes:

Research:

Upgraded Grenades - Research time: 20 -> 60.

Vehicle Armour:

Reactive - HP: 100 -> 120.
Composite - HP: 70 -> 80.

Vehicle Engines:

Fission - Max Speed: -5 mph to all chassis types.
Fission - Moving Heat Dissipation: 12 -> 8.
Coolant - Stationary Heat Dissipation: 9 -> 8.

Vehicle Weapons:

Rail Gun - Clip size: 25 -> 30.

Vehicle Chassis:

BE Heavy - Max Missile launchers: 2 -> 3.
NF Heavy - Max Missile launchers: 3 -> 5.

Infantry:

BE/NF Pistol 1 - Falloff: 1500 -> 1000.
NF Shotgun Pistol - Headshot modifier: 2.0 -> 1.6.
BE Heavy Pistol - Damage: 55 -> 60.
BE Heavy Pistol - Falloff: 600 -> 1000.
BE Heavy Pistol - RoF: 0.25 -> 0.20.
BE Heavy Pistol - Headshot Modifier: 2.0 -> 1.8.
BE Heavy Pistol - Moving accuracy modifiers: Standing -~70%, Ducking -50%, Prone -50% (Not that you can shoot whilst moving prone anyway).
NF Heavy Rifle - Damage: 32 -> 35.
BE Assault Rifle - Damage: 25 -> 30.
BE Assault Rifle - Spawn Mags: 3 -> 4.
BE Assault Rifle - Max Mags: 6 -> 7.

Removed:

- Automatic spawn selection.


Plus, in case you didn't know, Valve fixed the issue with people not being able to start the game. 20% of players may have to reinstall to fix that though.
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  #2  
Old Mar-23-2013, 04:03 AM
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yay nice changelog but im kinda upset i didnt change the apc picture in the loadout screen
Quote:
+ Mappers can now place engineer cameras in their maps (only partially working, they need built when the map starts and nf cameras display the BE model.)
halfway there!
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  #3  
Old Mar-23-2013, 08:45 AM
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Wuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuut!
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  #4  
Old Mar-23-2013, 10:08 AM
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Quote:
Originally Posted by complete_ View Post
yay nice changelog but im kinda upset i didnt change the apc picture in the loadout screen

What do you mean?
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when I played it (empires population) went in decline
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  #5  
Old Mar-23-2013, 05:44 PM
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in the vehicle menu it still uses the old apc texture
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  #6  
Old Mar-23-2013, 07:31 PM
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ah, for the nf apc? Cant say i noticed that
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-₪EPIC₪- Jephir: it really is a miracle that empires even runs at all, let alone is a playable game

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when I played it (empires population) went in decline
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  #7  
Old Mar-24-2013, 08:17 PM
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Congrats btw, so far i've seen no real gamebreaking problems or people complaining about empires not working
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  #8  
Old Mar-24-2013, 10:35 PM
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When getting overheated in fission, the only solution to stop the heat seems to get out of your tank ?
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  #9  
Old Mar-24-2013, 10:55 PM
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In a real game ... currently yes
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  #10  
Old Mar-24-2013, 10:59 PM
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How do I do it in a fake game?
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