A new month, a new Empires. We're happy to announce version 2.13.4 which is live on Steam right now. Changes include: Features Flags will now be (slowly) captured if the full team is present on that location, even if the amount of players is lower than the configured minimum. Added turret turning speed parameter to vehicle scripts. Rotation in second seat no longer coupled to turret rotation. View rotation is persisted when entering / exiting vehicles. Artillery now has slight horizontal movement ability. Slightly prettier tank deaths. Added HUD element to warn players of CV attacks. Research is now paused when the last radar is destroyed. Added tutorial bot spawner entity (emp_tutorial_bot_spawner). Added commander target entity (emp_commander_auto_target). Enabled detail shapes Detail models now hide when under a building. Detail draw distance is now controlled by the server instead of the client. Added javascript moddable HUD elements. Added static vehicle crosshair. Bugfixes Fixed chat swallowing character after a %. Flags no longer continue capping after a game ends. Vehicles are now lag compensated, allowing you to hit people with hitscan weapons while driving. Removed tank cannon kick to fix aiming with double cannons. Non-code changes Included new cliff textures. Renamed stock maps to indicate play type to help players vote for maps: (affected: district402, urbanchaos, eastborough, glycencity, escort) Conquest maps (like district, vehicletraining) begin with con_ Commander maps stay emp_ Assault maps (like escort) begin with as_ Fun / intermission maps (like minigames) begin with fun_ Better statistics tracking Script changes Amount of units required for getting a point by recycling 150-> 100. Heal Wages 20->15 Repair Wages 20->15 Recycle Wages 20->15 Sabotage Wages 20->30 Destroy Vehicle Wages 20->30 Squad leader bonus Wages 20->15 Squad Participation Wages 20->15 Revive Wages 20->15 Deflective & Capacitve Cost 20 -> 18 Rename Seismic Grenade into Seismic Resonator. More explosive force for arty cannons. 180 mm Artillery Cannon Explosion Force 3750->6000 203 mm Artillery Cannon Explosion Force 4500->7500 High Explosive Artillery Cannon Explosion Force 3000->5000 Ranged Artillery Cannon Explosion Force 2500->4500 Deflective & Capacitve cost 20 -> 18. Rename Seismic Grenade into Seismic Resonator. Slightly decreased machine gun damage to compensate for lag compensation. Modified anti-infantry MG damage to compensate for proper vehicle lag compensation. Standard MG Damage 30->12 Minimal Damage 15->10 Clip Size 60->50 .50 cal MG Damage 35->15 Reload Time 7.5->7.2 Minimal Damage 30->13 .50 cal HMG Damage 43->18 Clip Size 120->100 Reload Time 9.6->9 Minimal Damage 40->15 Chain Gun Damage 22->11 Cycle Time 0.04->0.43 Clip Size 125->120 Minimal Damage 10->8 Medium Chain Gun Damage 28->13 Cycle Time 0.03->0.037 Clip Size 175->160 Minimal Damage 15->10
Still no major balance changes ? still just more random balance changes that don't really make things better, oh great.
Panzerfurher is happy, yet still waiting for takedown that arty tank cannon vertical blockade so i can have SU-122/ISU-152 simulator : D
Soviet don't need """"""""Fascist AT tech""""""""", they just hire bigger gun for the job. (Ultra unfunny joke for all) : )
To be fair, the Ferdinand/Konigstiger had absolutely massive guns, even bigger than some soviet ones I think.
Biggest german AT cannon installed and used: 128mm kwk 44 L/55 (used in Jagdtiger) Biggest russian ""AT"" (100mm is puny gun) cannon installed and used: 152mm ML-20S (used in ISU-152)
Does that mean bio MG is STILL not fixed?!? Why? It make playing anythig else worthless! Why? does this confuse new players somehow? I don't really see what that mean, but i have a feeling that means we can't unstick ourselves from the top of walls anymore by shooting cannons. Also if that's what i think it is, it's catering to people too stupid to alternate when shooting double cannon. Edit: Okay nevermind, after testing it is not what it appeared to be. Still thinking shooting cannon together making them not go straight is a valuable gameplay element tho.
The name change of seismic grenades is so that the one person that reads weapon names has a better chance of realising it's not a fragmentation style grenade. No, nobody expects it to stop all newbies from throwing seismics at tanks. No, it wasn't a waste of time, changing that involved finding a single line in a script file and changing it. AFAIK the cannon kick thing is about the shots going sideways when fired in almost unison, not the tank being moved by a shot. Which would probably be called something like pushback instead. As for "catering", no, that's not catering, that's fixing an ages-old bug that caused irrational behavior. That is nothing to cling onto. You should instead celebrate it being gone.
Yea this is pretty broken. I just spawned a light tank to test. You move forward while shooting forward and you completely destroy your own tank. I'm not against the whole slower moving turret thing but its so broken atm it looks unplayable. Missles seem to work fine though.
if someone bothers to read he will read "Creates a shockwave which causes massive damage to buildings." ofc this doesnt tell it deals almost no damage to anything else, but thats not the problem ... ... the problem it seems is a lot of people cant be arsed to read descriptions, manuals, or anything before they start playing a game. and i dont mean to exclude myself here. even though i from time to time play tutorials, i dont read shit until i ran into troubles or deemed the game worthy of playing it seriously. i dont want to spend half an hour reading shit (or in terms of tutorials be told that i have to press w to walk forward, i mean wth), i want to play - and im quite sure im not alone with this ... at all. the "simpler" the genre of the game, the less inclined i am to bother with reading or playing tutorials. empires looks like your average FPS and those are pretty simple games, point gun at enemy, pull trigger, die because you suck, rinse repeat till you good enough. now the problem here is, empires only looks like your average FPS. while it still is one for the majority of players, some of its mechanics are quite obscure in comparison. and ofc there is this macro aspect of the RTS blend which also sets it apart from your everyday shooter experience. so yeah, rename things as much as you want, you wont fix players with that. the only way i see it working is visuals that clearly communicate "this thing wont hurt people". how to archieve that, i have no clue thought.
as long as it looks like a grenade, is thrown like a grenade, and explodes like a grenade, its going to be a grenade to new players. i think i also edited a whole wall of text into my previous post while you replied @D.D.D. Destroyer. sry i know, bad habit.
I am being entertained by the fact that "seismic rename" has been brought up 3 times in this thread. Can we not waste the energy and time on something that does virtually no harm at all? It's like you go to League of Legends and ask why they renamed an item.
Why this is such a hot topic is beyond me. We should have pushed some ridiculously huge divising change at the same time, it'd have gone unnoticed.