http://dl.dropbox.com/u/6615362/empires_client_226_rc1.exe It doesn't contain updates maps, textures, sounds nor models. It also doesn't have updated version string. There's no Linux binary. It should be still good for testing, preferably instant replacement of 2.25 until 2.26 final gets released. Changelog: Empires v2.26 October 23, 2010 --------------------- Empires 2.26 Changes Balancing Changes: + Wages: x. Doing actions gains players "wage" x. Wage is a players personal res pool x. Wage is taken before team res while building a tank + CV Engines Heat Output At Idle 1>0|Heat Output At Max 2>4 + Increased heat of all mgs: X. std mg 0.1>1 X. bio mg 0.5>1.5 X. 50 MG 0.2>0.8 X. 50 HMG 0.2>0.8 X. DU MG 0.5>1.5 X. DU HMG 0.75>1.7 X. Chaingun 0.3>0.35 X. chain med 0.5>0.6 X. HE MG 1>3.5 X. Plasma MG untouched + HIT:Force increased to 100,000 + Ranged Cannon: Damage 70 > 60 |Heat 14 > 11| Cycle time 1.5 > 2.0 + Plasma Cannon: Damage 30 > 55 |Heat 26 > 20| Heat to target 20 > 10 + Homing ML: Damage 70 > 75 + Upgraded Homing ML: Damage 85 > 90 + Salvo Homing ML: Damage 40 > 43 + Bio MG DoT Reduced by 1 per interval (6>5, functional DoT 90>75) + Absorbant: HP from 55->60| speed to damage from -0.0075 to -0.008 + Reactive:Damage modifier from 0.9 to 0.8|hp from 70 to 65 + Changed repair values for all vehicles(except CVs) X. repair station hull repair from 25 to 15 X. Engineer hull repair from 1 to 2 X. repair station armor repair from .25 to 1 X. Engineer armor repair from .1 to .05 + Improved Detonation Compounds: time 90 to 30 + Explosive Shells: Time 60 to 120 + lvl 2 turrets 90 sec > 45 sec + lvl 3 turrets 120 sec> 90 sec + regen armor 150 sec > 90 sec + reactive armor 120 sec > 90 sec + NF JEEP: increased cost by 5 (55->60) + BE pistol2: Reduced falloff to 400(from 600) Reduced damage to 14(from 19). Removed burst + Gren: Mine start ammo : From 5 to 4 + Scout: Smg2 ammo from 60 to 80 | Starting Smg2 ammo from 20 to 40 +All buildings resists to mines to 0.9 (except engi camera/radar, walls and AF) + Infantry resists: X. Scout|Mortar resist 0.1>0 Mine resist 0.10>0.11 X. Rifle|Mortar resist 0>0.05 Mine resist 0.30>0.11 X. Gren |Mortar resist unchanged Mine resist 0.15>0.11 X. Engi |Mortar resist 0.1>0 Mine resist unchanged +Ticket Bleed of 1 per 60 seconds after a team loses all spawn points. + Vehicle skills (speed, damage, cooling and armor) give 25% boost by default. + Rifleman infantry damage skill gives 25% boost by default. Added: + Support for empires entities to fade and have choices like parenting and have dynamic shadows etc. + FGD with the correct vehicle spawner names and chassis (and number system) + More Lua bindings and examples. Commands to run Lua code are slua_file and slua_string. + Lua support for advanced research conditions (multiple prereqs, forks, etc) + Coordinates in the voice status, changed position to not be obstructed by other gui elements. + Slow ticket bleed if team has no spawn points (to trigger sudden death). emp_sv_norax_penalty_interval, default is 60. + Promote to lead button for squads. + Color coded vehicle count. Green means unrestricted vehicle factory. + Client-side server bans. Malicious servers are manually added to it by developers. + Metric/imperial option for speedometer + Check for emp_info_params while starting the server. Should give proper error message. + Show max vehicles on GUI + Made rank points and titles scriptable. + Support for ML impact particles + Support for GL explosion particles Removed: + Chassis-specific armors. + Bits of Steamworks API. + Attack orders. Functionality replaced by visibilty of enemy units on minimap. Modified + Removed reloading of clips for vehicle weapons. Vehicle weapons have infinite amount of clips. + Switched to LuaJIT. + emp_sv_debug_instant_build is not a cheat. + Minimum spawn protection changed to 3s. + Removed AllocTempVector to check if it improves performance (potentially less locking). + 2nd skill gets activated after getting 10 rank points. + Empty's Particle Patch 1 + The detail overlay on canyon cliffs. + The detail overlay on the canyon rock models. Fixed: + Crash in vehicle spawner. + Weapon X and Y kick were using same random stream. + Grenade launcher particles. + Double damage from hitting turret. + Server checks for semiautomatic weapon. Fixes exploit. + Duplicate network variables for grenades. + Prediction errors related to stamina. + Vehicle spawner not ignoring research when specified. + Slow weapon lookup from scripts. + Prediction error related to zoom not being run on client. + Player collisions with teammates. + Bots not respawning. + Melee not triggering lag compensation. + Hilltop texture in canyon + GL nuke particles.
It's a test version that replaces 2.25. If something goes horribly wrong you'd have to reinstall 2.25 then 2.25b if we can't release proper 2.26 in time. Expect RC2 soon, final 2.26 will be around RC3-4. You'll only need latest RC installer to get latest 2.26.
So should we do split installs again or just install over 2.25 and it will still work. Because if it has that server block and they are blocked. Does that mean after a while they can't do that kind of attack that is currently happening? There for this RC will be the only way to play empires. Ohh snap... fire as many missiles as you want till you over heat?!
I have to correct preset files - armor changed and old ones are confusing people. Resists for buildings are wrong too.
whoo no moar attack orders o0 well at least u leave the camera wallhack. wage - nice. Did you also think of a little change in resflow since it will minimize the actual usuage of teamres?
Wages are only important in comparison with normal resources when you have no/almost none refineries.
Has someone finally adjusted the wages for different actions? Brutos told me that he has only implemented rankpoints.txt. Someone else (scripters?) should adjust these values. As I mentioned many times before the current values (20 res for any action) will nearly double the amount of tanks for both teams. Here is a detailed calculation: http://forums.empiresmod.com/showpost.php?p=320233&postcount=45 "X. Plasma MG untouched" "+ Removed reloading of clips for vehicle weapons. Vehicle weapons have infinite amount of clips." And no changes for the railgun? Unlimited ammo will give the biggest advantage to already the strongest tank weapon. "+ emp_sv_debug_instant_build is not a cheat." ???
Melee kills buildings very fast. Commander cant give targets Cant build apc without changing standard armour for standard armour other wise it gives an error. Thats all i found so far. Looks good.
minimap is compeletly fubared (shows only enemy stuff and friendly vehicles) the voice icons look very low resolution chat and voice icons are in the center of my screen, rather then on the bottom like it was before - i hope its not intentional Oo baron is a tard (but sadly you cant change that i guess) its a feature
Nice fucking one, guys! Brilliant move to make alot of the big changes and release it as an easy-to-install RC instead. Everyone's gonna want to test these changes. Rock on!
im happy i made a backup-copy of my old empires install - though i doubt ppl will play much, now that 2.26 is almost here :D
When fitting standard armour onto an APC with no research: Warning: Armor Type ( Titanium 6AL-4V ) is not designed for this chassis (designed for Chassis Type: )! Construction cancelled.
A lot will change over the course of the RCs. Some of these changes I hadn't even heard of myself, but regardless, the more testing you guys do, the better.