2.11.1 is currently live on the beta steam branch and there is a server. For an updated changelog: https://wiki.empiresmod.com/Version/2.11.x Features Voice pop-ups now display avatar and map coordinates. Players can now execute specific binds for leading squads through editing squadleader.cfg New mass unit selection feature for commanders. Holding the ctrl key (default bind) and clicking a unit will select all on-screen units of the same type. This can be used in conjunction with shift to add units to your current selection. De-selection improvement for commander selection. Holding the ctrl key (default bind) and dragging a box over selected units will deselect them. Commander recycle now sets the whole selection to one unified recycle state rather than reversing their current state. Increased the speed of the animations used in the research menu, this should allow navigation of research trees to be twice as fast. The squad menu now has a compass-like feature, the arrow directs you to your squad leader. Added translation support to empires. Translation has started on the following languages: Chinese (Traditional) German Polish Russian Added new sounds: New Extended Range cannon sound with impact New Bio Cannon sound with impact New Building ambiance sounds for Barracks Vehicle Factory Radar New Reloading sounds for different types of missiles New firing sound for missiles Unique sound for impact of different missiles Updated Sounds: Updated all BE infantry weaponry Updated all NF infantry weaponry Updated all Grenade sounds Updated HE cannon with impacts Updated Artillery sound effects 203mm and HE artillery Updated Plasma cannon with impacts Updated Railgun with impacts Updated Tank engine sounds Updated AFV/APC engine sounds Updated Grenade Firing sounds from APC Updated Chain Guns Updated .50 cal MG Updated Standard MG Updated Bio MG Updated HEMG Updated Plasma MG Updated Bullet impact sounds On Metal On Dirt On Flesh On Wood On Concrete On Glass Re-added the old Main Menu theme Updated Tutorial voice over "Requesting air support" in F-menu replaced by "Requesting commander attention" Added 8 achievements: Back from the Dead Drive Me Closer Free Market Just in Time Never Give up, Never Surrender Pacifist Partybus Quid pro Quo Bugfixes Fixed a bug where recycle was returning more resources than intended. Recycle percentages/times adjusted accordingly. Fixed a bug where halted missiles weren't exploding. Causing instability with higher player counts and eventually causing the server to crash. Fixed a crash with explosions occurring near emp_eng_map_brush entities. Fixed an exploit related to crouching and stuck viewports. Removed exploit using emp_gren_followProjectileView. Fixed load order of hammer definition files. Fixed warnings about unused EmpCloakProxy material. Fixed some palm tree models missing collisions. Commander under attack notification no longer plays when full damage is resisted. Fixed crash on quit Fixed crash on resize Fixes for emp_isle by D.D.D. Destroyer: Standardised health of bridges - 300 initial, 500 max [That's 3/5 RPGs to destroy] Bridges now need to be built after they respawn [Each requires 100 charge with Repair Upgrade] Southern bridge is now harmable only by Grenadiers, like the rest of them Lowered some hovering trees back into the ground Fix for palm trees missing their collision boxes Non-code changes Fixed the crate models missing from NF vehicle factory LOD models. Fixed floating particles on NF radar model. Added static versions of the imp_dropship models for use by mappers. New particles for bio cannon and 2-slot plasma cannon. New weapon and skill icons for the class selection/loadout menu. Disabled default quit bind New arrow/scrollbar textures added Updated the HUD icons - repairing, recycling, calls for assistance, etc New Commander HUD textures and buttons Script changes ''Script version name: "Devastation"'' *Updated weapons/armors/researches description. *Updated sound script. New Researches: "Enhanced Homing Missile AI" "Parent" "Homing Missiles" "Time" "90" "Enhanced Grenadier Missiles" "Parent" "Upgraded Chassis" "Time" "45" Extra damage for Gren RPG : 30 "APCR Grenadier Missiles" "Parent" "Advanced Chassis" "Time" "45" Extra damage for Gren RPG : 30 "Heavy-duty Missile Warhead" "Parent" "Upgraded Missile Warhead" "Time" "120" "Aerodynamic Shells" "Parent" "Extended Range Cannon" "Time" "105" "TOW Guided Missiles" "Parent" "Guided Missiles" "Time" "120" "Experimental Railgun" "Parent" "Advanced Magnet Research" "Time" "90" "Enlarged Explosive Shells" "Parent" "Explosive Shells" "Time" "105" "Virulent Shells" "Parent" "Biological Cannon" "Time" "90" "Virulent Warhead" "Parent" "Biological Warhead" "Time" "75" Changes of existing researches: "Rail gun" "Name" "Rail gun" --> "Overcharged Railgun" "Parent" "Experimental Railgun" "Time" "90" "Upgraded Chassis" Time 60==>120 "Advanced Chassis" Time 180==>200 "Heavy Tank Chassis" Time 180==>240 New vehicle weapons: Improved Homing ML -- IH/ML "Size" "3" "Cost" "140" "Damage" "55" "Speed" "2500" "Heat" "10" "Weight" "80" "Cycle Time" "1.0" "Clip Size" "7" "Total Ammo Clips" "6" "Reload Time" "5.0" "Explosion Radius" "100" "Missile Range" "6000" "Lock On Time" "0.3" "Lock On Radius" "0.42" "Lock Range Modifier" "0.000290" "Turning Ability" "3.15" TOW Guided ML -- TOW-G/ML "Size" "3" "Cost" "135" "Damage Type" "Missile" "Damage" "75" "Speed" "1550" "Heat" "8.5" "Weight" "80" "Cycle Time" "1.3" "Clip Size" "5" "Total Ammo Clips" "6" "Reload Time" "5.5" "Explosion Radius" "115" "Missile Range" "6500" "Turning Ability" "1.85" "Heavy-duty ML" "Size" "3" //number of slots required when selecting weapons "Cost" "110" "Damage Type" "Missile" "Damage" "66" "Speed" "2650" "Heat" "8.5" "Weight" "80" "Cycle Time" "1.05" "Clip Size" "7" "Total Ammo Clips" "7" "Reload Time" "4" "Explosion Radius" "125" Advanced Salvo ML -- A-S/ML "Size" "3" //number of slots required when selecting weapons "Cost" "135" "Damage Type" "Missile" "Damage" "34" "Speed" "1800" "Heat" "3.75" "Weight" "80" "Clip Size" "6" "Total Ammo Clips" "10" "Reload Time" "2.85" "Projectile Spread" "1.75" "Explosion Radius" "100" High Energy Plasma MG -- H-E Plasma MG "Size" "3" "Cost" "100" "Damage Type" "GeneralPhysics" "Damage" "6" "Speed" "1000" "Heat" "1.1" "Weight" "55" "Cycle Time" "0.28" "Clip Size" "30" "Total Ammo Clips" "7" "Reload Time" "3.5" "Projectile Spread" "0.02" "Heat to Target" "1.9" Thermobaric Cannon -- Thermo. CN "Size" "3" //number of slots required when selecting weapons "Cost" "130" "Damage Type" "Explosive" "Damage" "77" "Speed" "3000" "Gravity" "0.4" "Heat" "13" "Weight" "70" "Cycle Time" "2.0" "Clip Size" "30" "Inertia" "2.75" "Explosion Radius" "425" "Explosion Force" "600" Heavy-duty Ranged Cannon -- H/Ranged CN "Size" "3" //number of slots required when selecting weapons "Cost" "135" "Damage Type" "Kinetic" "Damage" "67" "Speed" "3650" "Gravity" "0.08" "Heat" "8.5" "Weight" "75" "Cycle Time" "1.5" "Clip Size" "40" "Inertia" "0.5" "Explosion Radius" "150" "Explosion Force" "100" Railgun (2-slot) "Size" "2" //number of slots required when selecting weapons "Cost" "80" "Damage Type" "Kinetic" "Damage" "45" "Speed" "3700" "Gravity" "0.32" "Heat" "6" "Weight" "60" "Cycle Time" "1" "Clip Size" "35" "Inertia" "0" "Explosion Radius" "100" Virulent Cannon (3-slot Bio cannon) "Cost" "130" "Damage Type" "BioArt" "Damage" "70" "Speed" "3000" "Gravity" "0.37" "Heat" "15" "Weight" "80" "Cycle Time" "2.25" "Clip Size" "30" "Heat to Target" "0" "Inertia" "0.8" "Explosion Radius" "250" "Explosion Force" "170" "Player Bio Damage" "3" "Player Bio Time" "7" "Player Bio Interval" "1" "Vehicle Bio Damage" "7" "Vehicle Bio Time" "4" "Vehicle Bio Interval" "0.4" "Virulent Warhead" (3-slot bio ML) "Size" "3" "Cost" "125" "Damage Type" "Missile" "Damage" "53" "Speed" "1850" "Heat" "8" "Weight" "80" "Cycle Time" "3.0" "Clip Size" "4" "Total Ammo Clips" "4" "Reload Time" "6.0" "Projectile Spread" "0.5" "Heat to Target" "0" "Explosion Radius" "300" "Player Bio Damage" "5" "Player Bio Time" "10" "Player Bio Interval" "1" "Vehicle Bio Damage" "8" "Vehicle Bio Time" "10" "Vehicle Bio Interval" "0.5" "HE HMG" "Size" "3" "Cost" "125" "Damage Type" "BulletExplosive" "Damage" "13" "Heat" "3" "Weight" "55" "Cycle Time" "0.4" "Clip Size" "25" "Total Ammo Clips" "6" "Reload Time" "4" "Projectile Spread" "0.025" "Heat to Target" "0" "Explosion Radius" "200" Changes of existing vehicle weapons: DUMG Clips 8 ==> 6 DUHMG Clips 8 ==> 6 Weight 65 ==> 60 .50 cal HMG Weight 65->60 3-slot railgun Name : Railgun ==> Overcharged Railgun Damage 50 ==> 53 Projectile speed 3600=>3800 Clip Size 30 ==> 35 Plasma Cannon Damage 82 ==> 84 HE Cannon (2-slot) Explosive Radius 425 ==> 400 Homing ML Lock On Time 0.3 ==> 0.55 Guided ML (2-slot) Cycle Time 1.2 ==> 1.25 Clip Size 5 ==> 4 Total Ammo Clips 4==> 6 Reload Time 5.5 ==> 5 Explosion Radius 110=>100 Missile Range 6000 ==> 5500 180 mm Artillery Cannon Explosion Force 500 ==> 3750 203 mm Artillery Cannon Explosion Force 500 ==> 4500 Ranged Artillery Cannon Explosion Force 500 ==> 2500 HE Artillery Cannon Explosion Force 500 ==> 3000 Bio cannon Heat 11 ==> 13 Changes of existing infantry weapons: BE Heavy Rifle Max ammo 140==>120 Scout Rifle Max ammo 80==>60 NF Heavy Rifle Falloff 2000==>2200 Minimal Damage 40 ==> 42 StandingSpread 0.0050 ==> 0.0048 StandingSpreadIncrement 0.0060==>0.0055 Scout Rifle Headshot Modifier 2 -> 2.5 BE Assault Rifle IronsightJumpSpread 0.8 -> 0.83 IronsightStandSpread 0.8 -> 0.83 IronsightDuckSpread 0.8 -> 0.83 IronsightProneSpread 0.8 -> 0.83 HMG Clip Size 75 ==> 125 Max Ammo 225==> 250 Falloff 1500==>2000 Minimal Damage 15==>18 Changes of existing vehicles: NF Commander Vehicle Health 1500==>1750 Engineer Heal 3==> 3.5 Max Front Armor 6==>7 Max Rear Armor 4==>5 Max Left Armor 5==>6 Max Right Armor 5==>6 NF Heavy Tank Base Cost 760==>820 recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s BE Heavy Tank Base Cost 800==>850 recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s NF Medium Tank Max Weight 1077==>1067 recycle percentage - 40% -> 50% BE Medium Tank axleratio 0.6==>0.7 (More reverse power) recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 50s -> 45s BE&NF Jeep recycle percentage - 100% -> 50% Time to recycle (with repair upgrade) 15 -> 10s NF Light Tank recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 37.5s -> 30s BE&NF APC recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 37.5s -> 25s BE&NF Artillery tank recycle percentage - 40% -> 50% Time to recycle (with repair upgrade) 75s -> 60s Changes of existing armors: Composite Armor Regeneration 0.02 ==> 0.019 Capacitive Armor Damage to Heat 0.04 ==> 0.02 Research moved to main branch of Electrical Engineering Research time 60 ==> 90 Absorbant Armor Bio damage modifier 0.45=>0.5 Deflective Armor Bio damage modifier 1=>0.85 Changes of existing engines: Artillery Fission Reactor Heat Output at Idle 5==>2 All engines, except for standard/bio will be able to output 5% power when overheated. Fission 10% ==> 15% Changes of infantry classes: Scout Explosive Resist 0 ==> 0.1 Infantry Mine Resist 0.1 ==> 0.3 Rifleman Infantry Mine Resist 0 ==> 0.25 Infantry Bullet Resist 30% ==> 26% Grenadier Explosive Resist 0.3 ==> 0.4 Infantry Mine Resist 0 ==> 0.3 Engineer Explosive Resist 0 ==> 0.1 Infantry Mine Resist 0 ==> 0.2
Security, please rebalance the 3 slot weaponry. Misfire and I just did tests, NF absolutely rapes and destroys BE heavy tanks. Like, it no longer is even a competition. NF heavy tanks, right now in the current build, are made to carry dual 3 slot weapons and an MG, BE heavy tanks can't, they can't carry and have plates of armor. This is disadvantage 1. NF missiles also deal a SHIT TON more damage than BE 3 slots, it makes it INCREDIBLY imbalanced. 14 3-slot UMl's brings a building down to half, but around 14 of the thermoboraric shells brings a building down to 60%. BioMG is now irrelevant, HEMG and DU 3 slots reign supreme. In short: BE can't carry as much as NF, meaning a LOT less armor and couple this with weaker weapons than the NF 3 slot missiles. BE 3 slot cannons feel overly weak. If this were released right now, I think NF would absolutely dominate and the game would die. This is, for lack of a better word, terribly imbalanced. ________________________________________________________________ NF heavy also has a glitch currently where Grenadier RPG rockets fly through it, sometimes tank missiles and cannon shots do as well. This prevents the tank from taking damage and literally ruins tank combat. _________________________________________________________________ There is a weird sound glitch that makes a high pitched shriek when you pull out NF SMG1 apparently (Vicki reported it), I can't reproduce it. Maybe error with the soundcache? That is how I rectified these issues, I had to delete my soundcache and it would regenerate.
Only APCs can carry 3-slot MGs, I didn't really touch DU HMG, it's always that good. If both tanks are sitting still, NF heavy tanks should rekt BE heavy tanks. NF heavy tanks are given with more weight quota after all. You are a much better driver, so even if you guys did actual combats, I don't think the result is any credible. I am sure they aren't perfectly balanced, it's the first patch. But I am not going to "pre-touch" the values before our 11st playtest.
Known issues (Fixes have been submitted) : Virulent cannon (3-slot bio cannon) icon display issue. Absorbant armor is broken entirely, it has 0 weight and 0 cost, you'll see a pink-black boxes as the icon, but it's not the armor, if you put the armor on, you can never take it off. <--- This is kinda hotfix level. You get HE Cannon in the beginning. CV armor broken, seems to be using a different armor as the armor is exceptionally weak and does not regen at all.
you forgot to mention you gain points for recycling now. The new commander armor is a joke, worse than plain, I'm never playing NF anymore. The commander will die faster than your heavy tank. Why is there a siren coming out of the barracks? this is gonna get annoying very fast.
Thought process behind that: You don't spend all your time in the barracks. The siren would be for "waking people up" and getting them to move out, since not many people spend time in the barracks. The only times you are in the barracks are when you first spawned, when you are swapping classes, or repairing it, but if you are repairing it explosion sounds would be a bit louder than the siren since the siren itself is pretty muffled.
Well even if you don't spend all your time in the barracks I'm already bored of it after a dozen of spawns.
From what Misfire and I did it seems like BE heavies are at a massive disadvantage due to their weight they can carry. 2 3-slot cannons means you have as much armor as a medium tank, essentially, and no MG while NF gets 2 3-slots, 5-6 plates, and an MG. It seems quite OP for NF. That was from some early tests with misfire and I, I could be wrong but from the looks of it NF heavies are going to roll over anything BE can produce. Couple this all with NF heavy tanks can't take a rocket hit and it's even worse.
The rocket thing isn't your fault as far as I can tell. NF heavies can't take a projectile hit sometimes, with rockets flying through them and sometimes cannons as well.
I think it is caused by the armor, Destroyer said that he couldn't have reproduced that. Chances are it's caused by Absorbant armor. But anyway, we'll fix the issue tomorrow, they shouldn't appear in the testing.
I think, if I recall correctly, we were using composite on the NF heavy. I'll double check with Misfire, he has a recording of it.
As far as I tried both NF and BE heavies most common customisations only lost 1 plate of armor with the new 3 slots weapons, so the difference is still the same. BE Medium tanks with full armament have 3/3/3/3 or sometimes 3/3/3/2 depending on your engine. While heavies with the new 3 slots weapons have 5/4/4/4 or 4/4/4/4, again depending on the engine. So, no it's not the same as mediums. That being said I do agree heavies are getting less and less armor. Both heavies had 2 additional plates a few months ago.
I wouldn't call that a bad thing. You can look at it that you are taking better and heavier weapons for increased offensive abilities at the cost of defensive abilities. I didn't think those 3 slot weapons were all that stronger though, but I guess I just haven't played with them yet. I guess this sounds like good news to me because it helps inf against tanks and meds against heavies. I mean it's just as security said, the thing with be heavies is you really have to use the fact they have a smaller profile and great mobility compared to the nf heavy. I haven't checked the values yet but I do worry a tad about missiles vs buildings, what I really don't want is triple mls again. Some of the most frustrating thing to deal with as a commander because kinda couldn't.
Full script update log is available here. https://wiki.empiresmod.com/Version/2.11.x I'll ask Thexa to update the main thread.