2.28 released

Discussion in 'News' started by MOOtant, Oct 11, 2010.

  1. MOOtant

    MOOtant Member

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    Client:
    http://dl.dropbox.com/u/6615362/empires/empires_client_228.exe
    http://dl.german-slaughterhouse.de/empires/2.28/empires_client_228.exe

    There are no plans to release SSE1 client or server.

    Server:
    http://dl.dropbox.com/u/6615362/empires/empires_server_228.7z
    http://dl.german-slaughterhouse.de/empires/2.28/empires_server_228.7z
    No Linux server yet.

    SERVER SIDE HOTFIXES:

    1) Add the line "emp_sv_skil_rifleman_damage_increase 0.10" to your server.cfg (without quotation marks). This fixes an issue with Rifleman damage increase skill giving a 25% buff on damage, rather than the intended 10%, causing a pretty bad imbalance.

    2) Extract the text file from http://dl.dropbox.com/u/12568942/vehicle_weapons.zip to the Empires/scripts folder, which will overwrite your vehicle_weapons.txt. This fixes an issue with single slot chain gun not generating enough heat from prolonged use.


    It will have to be mirrored (last time dropbox cut my access off).

    You must have at least 2.25 installed to patch to 2.28. Check the download page on empiresmod.com for 2.25 links.

    Changes:

    Empires v2.28
    October 11, 2010

    ---------------------
    Empires 2.28 Changes

    Balancing changes:
    + Homing Salvo reload time 5 s -> 10 s.
    + Rail Gun Clip size 40 -> 15 and reload time 2 s -> 7 s.
    + Turret Level 2 and 3 research time 90 s and 90 s.
    + Standard CG damage 24 -> 28, cycle time 0.025 s -> 0.05 s, weight 70 -> 60
    + Guided ML Clip Size 4 -> 5 and Heat 8 -> 7
    + Upgraded Guided ML Clip Size 4 -> 5 and Heat 10 -> 8
    + CV armor 250 -> 200, hull 2000 -> 1000.
    + 10% faster RPG missiles.
    + HE cannon heat 22 -> 15, Ranged cannon heat 11 -> 10.
    + Modified infantry weapon scripts.

    Added:
    + Parallax occlusiong mapping shader. Use VertexLitParallax or LightmappedGeneric. Brenodi jeep uses POM as a test.
    + emp_sv_debug_build_vehicles allows building vehicles without VF.

    Removed:

    Modified:
    + Don't allow making squads without forming previous squads (ie. can't create Bravo without someone creating Alpha first).
    + Readded 9th mining.
    + Changed automatic visibility on minimap:
    - infantry spots enemies within 5000 inches
    - infantry doesn't spot other infantry
    - buildings spot infantry within 1000 inches
    - buildings spot other enemies within 5000 inches (small buildings like MG turret don't spot)
    + Moved viewpoint on Brenodi Medium tank to the back.
    + Updated manual.
    + Updated emp_escort.
    + Updated emp_isle.

    Fixed:
    + No warning about problem with finding commander armor.
    + Memory corruption on server at level shutdown.

    ----------------------------------------------------------------------------------------------

    Infantry script summary:

    The infantry weapons of empires have basically been completely revamped. It would be fairly pointless to do a changelog as it would probably be easier to post what hasn't changed, rather than what has. The scripts were originally based off an old version of Empires, called 2.12. The weapons are more accurate, fire faster and do more damage. It's a big change. Now, by 2.12, they'd had many versions of balance, and even by 2.27 on the style of scripts we had before, they've had 8 versions of Empires to be refined, so don't expect the new ones to be perfect straight off. The more feedback you give, the better, and the quicker we can get them to a comparable state of balance as we have now. But having said that, they should at least be fairly close to it now.

    To summarise a few of the biggest changes:

    The machine pistol is gone. It's now more of a Desert Eagle style weapon, dealing 50 damage (100 for the head) at close range, but dropping off fairly quickly.
    Nearly all weapons will spawn with 1 full magazine, plus 2 more. You can pick up an extra magazine at the ammo box, but getting more than that will require ammo upgrade. This should not only make ammo upgrade used more, but increase the use of secondaries, as well as increasing teamwork.
    The carbine is also gone, or rather, it's now fully automatic, as well has being renamed.
    What you used to know as the Brenodi Empire Assault Rifle (BEAR) is now known as the Brenodie Empire Heavy Rifle (BEHR). What you previously knew as the BE Carbine (BECAR) is now known as the BE Assault rifle (BEAR).
    The scout rifle does 60 damage. Take from that what you will.
    Moving accuracy on most weapons is better, which in turn makes smg2 actually useful for a change.
    Rifleman resists are all down to 10% except on mortar, which he has 0% for. Grenadier gets 15% on mortar and grenades.
    You'll spawn with 2 extra mortars and be able to carry a total of 2 extra than you did before.

    The weapons will be a big change, as I said earlier. Many will love them, but I anticipate that some may not (at first). But give it a chance, and let's see how things go.

    Thanks, Trickster.
     
    Last edited: Oct 14, 2010
  2. Dr. Baron von Evil-Satan

    Dr. Baron von Evil-Satan Member

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    All in all, it doesn't look bad on paper. Checked a few things out and it looks tight, and the "targeting" system is a fix, but you still have some work to do. Targeting is still broken; commander can't direct the flow of battle.
     
  3. Kamber

    Kamber Member

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    cool, thanks for the update. and by "enemies" being detected by infantry do you mean vehicles?
    Also, fuck yeah medium tank view change!!!!
     
  4. Slice

    Slice Member

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    Holy shit
     
  5. Phoenix

    Phoenix Member

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    Nice! Thanks!
     
  6. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    wtf? screw it no squad for me then.
     
  7. MOOtant

    MOOtant Member

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    There's funny way to work around that if you really want to get that last squad.
     
  8. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    Hmmm, I was always a supporter of fast updates.

    I don't agree with the squad change.
     
  9. manbeef

    manbeef Member

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    Join Alpha, then Bravo, then Charlie, etc.?
     
  10. merle

    merle Member

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    Both guided weapons also got an extra missile per clip and one less heat? It would be nice to see more guided.
     
  11. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Well I don't want the last squad. What I do want is the choice to choose my squad tho. Having to work around to my squad of choice is bothersome.

    I don't want to sound like im hating on you for making updates, I am appreciative of them. What I don't like is throwing things in an update just for the heck of it. I know we had a thread discussion long time ago about wanting to trim down the number of squads down to 9 for easy quick num pad access for the com to give commands to but, trimming it this way is wrong.
     
  12. -=SIP=-

    -=SIP=- Member

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    Why? :veryangry:
    Salvo Homing was fine in 2.25b with 40 damage and 5 sec reload time.
    For unknown reason someone changed the damage in 2.26 to 43 damage.
    Together with the buff for reactive armor this lead to very powerful reactive+salvo homing heavies.

    But instead of going back to the working values the weapon is changed to complete uselessness.
     
  13. MOOtant

    MOOtant Member

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    It's powerful enough with unlimited ammo and grenadier/rifleman boosts.
     
  14. Trickster

    Trickster Retired Developer

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    You have no fucking idea how long that took me to work out.
     
  15. MOOtant

    MOOtant Member

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    I tested guided and homing against BE heavy and in practice they're very similar now.
     
  16. -=SIP=-

    -=SIP=- Member

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    We will see.
    Btw. damage per time for salvo homing is nearly the same like for HEMG now.
    Therefore it will be nearly impossible to destroy large buildings now.


    And I have problems to unpack the server files (tried winrar and 7zip).
     
    Last edited: Oct 11, 2010
  17. McGyver

    McGyver Experimental Pedagogue

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    Booooo, one man armies have no place in Empires. Was there atleast a damage and splash reduction?
     
  18. Kamber

    Kamber Member

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    the 9 mine of today is a lot less use-full for ninjas than it was in the past. you cant take out an entire base with 8 mines as buildings take something like 1/10th of the damage from mines and the comm armor is still strong enough to with stand at least 1 9mine, probably more.
     
  19. gezor

    gezor Member

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    :|ove: finally LTs and AFVs have a weapon to deal with the pesky grens.



    no more hotel squads? or whiskey? :mad:
    some players will hate you for this.



    oh my
    god

    oh noes, empires will be stressful again now.
    i can alredi hear the screams:
    comm: CV IS FLIPPED KILLSPAWN NAO !#$%&
    players at the frontline: wait, what?
    *boom*
    <teamname> won. (CV destroyed)



    not sure if want ... infantry weapon balance wasnt that bad in 2.27



    other changes look good
     
  20. -=SIP=-

    -=SIP=- Member

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    Hopefully CV will survive one or two 9mines. It was always stupid to win or lose suddenly because of this.
     

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