2.14 Released

Discussion in 'News' started by VulcanStorm, Aug 20, 2017.

  1. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Hi everyone.

    So we're happy to announce the release a new version of Empires. This version brings a lot of fixes and important security updates to Empires, as well as script changes across most of the weapons to correct their damage after fixing the min/max damage issue.

    Features
    • Added cvar to control vehicle carcass fade-out time.
    • Tank projectiles should now be predicted, so hopefully tanks stop hitting themselves.
    • GUI tweaks
    • More translatable texts
    • Added tank weapon filter entity (emp_filter_activator_weaponname)
    • Added client side predicted shells for mortar and tanks.

    Bugfixes
    • Fixed a crash involving turrets with no cannon.
    • Fixed an issue with the commander warning HUD not hiding.
    • Fixed a client-side crash relating to detail objects hiding under buildings.
    • Fixed a crash related to commander building placement.
    • Fixed an issue with all machine gun weapons using the minimum damage as the maximum damage.
    • mp_chattime is no longer multiplied by two.
    • Fixed an issue with the 64th player being able to keep walking after round end.
    • Fixed a lot of purple textures on Linux.
    • Fixed a remote code execution exploit related to server executed commands.
    • Fixed tanks hitting themselves when shooting a shell at high speed.
    • Fixed the create server dialog and Dedicated server GUI (SRCDS) configure tab.
    • Fixed the ERRORNAME bug when rejoining a server.
    • Fixed the server not restoring the player's progress towards the next point awarded from recycling.
    • Fixed binds not setting themselves correctly.
    • Limited shell 'invisible' flight time to 150ms.
    • Fixed tank cannon sounds firing at the wrong time with predicted shells.
    • Fixed tank shake when firing cannons with prediction.
    • Fixed a bug with engineer recycle menu.
    • Fixed a bug with MOTD buttons occasionally not working.
    • Fixed a bug causing chat to overlap with health bar.
    • Fixed a bug causing pre-placed engineer cameras to default to the armoury model.
    • Patched security vulnerability with source sdk detected by oneupsecurity.

    Script Changes
    • Std MG
      • Damage 12->17
      • Clip Size 50->60 (revert)
      • MinimalDamage 10->13
      • Falloff 1000->2000
    • Bio MG
      • Cycle Time 0.42->0.43
      • Reload Time 3.5->4
      • Vehicle Bio Time 3->2.8 (one less tick)
    • DU MG
      • Falloff 2500->3000
    • DU HMG
      • Falloff 2500->3000
    • .50 cal med
      • Damage 15->20
      • MinimalDamage 13->16
      • Total Clips 3->4
      • Reload Time 7.2->6.8
    • .50 cal heavy
      • Damage 18->23
      • Clip Size 100->120 (revert)
      • MinimalDamage 15->19
    • Chain gun
      • Damage 11->14
      • Cycle Time 0.043->0.04 (revert)
      • Clip Size 120->125 (revert)
      • MinimalDamage 8->11
      • Falloff 1000->1500
      • Falloffbase 0.7->0.75
    • Medium Chain Gun
      • Damage 13->17
      • Cycle Time 0.037->0.035 (revert)
      • Clip Size 160->175 (revert)
      • MinimalDamage 10->12
      • Falloff 1000->1500
      • Falloffbase 0.7->0.75
    • 3 phase engine
      • Medium Tank
        • Heat Output At Max 3->4
      • Heavy Tank
        • Heat Output At Max 3->4
    • Enhanced Grenadier Missile
      • Additional Damage 30->25
    • APCR Grenadier Missile
      • Additional Damage 30->25
    • Wages
      • Heal 15->13
      • Repair 15->13
      • Recycle 15->13
      • Kill 20->18
      • Sabotage 30->35
      • Defuse 20->25
      • Flag Capture 20->25
      • Squad leader bonus 15->13
      • Squad participation 15->13
    • BE&NF HMG
      • Damage 28->19
      • Falloff 2000->3000
      • MinimalDamage 18->15
    • BE Machine Pistol
      • Damage 22->11
      • Falloff 800->1500
      • MinimalDamage 10->8

    • BE&NF 9mm pistol
      • Damage 30->19
      • Falloff 1000->2500
      • MinimalDamage 17->12

    • BE .44 Pistol
      • Damage 55->37
      • Falloff 1200->2000
      • MinimalDamage 35->28

    • BE Assault Rifle
      • Damage 39->28
      • Falloff 2000->3500
      • MinimalDamage 28->22

    • BE Heavy Rifle
      • Damage 35->21
      • Falloff 2000->3500
      • MinimalDamage 20->16

    • BE&NF Scoped Rifle
      • Damage 70->60
      • Falloff 1300->4000
      • MinimalDamage 60->55
      • Headshot Modifier 2.5->3 (to guarantee one headshot kill)
      • DuckingSpread 0.0005->0.01
      • ProneSpread 0.0005->0.005
      • StandingSpreadIncrement 0.005->0.04
      • DuckingSpreadIncrement 0.002->0.02
      • ProneSpreadIncrement 0.002->0.01

    • BE&NF Shotgun
      • Damage 22->12
      • Falloff 500->1250
      • MinimalDamage 10->9

    • BE&NF SMG1
      • Damage 30->17
      • Falloff 1500->2500
      • MinimalDamage 15->13

    • BE&NF SMG2
      • Damage 30->19
      • Falloff 1000->2000
      • MinimalDamage 15->13

    • NF .50 cal Rifle
      • Damage 57->43
      • Falloff 2200->3500
      • MinimalDamage 42->35

    • NF Assault Rifle
      • Damage 38->26
      • Falloff 1500->3000
      • MinimalDamage 25->18

    • NF Buckshot pistol
      • Damage 20->11
      • Falloff 250->1000
      • MinimalDamage 11->8

    • NF SMG3
      • Damage 38->30
      • Falloff 1500->3000
      • MinimalDamage 29->23
    • .50 cal med
      • Total Clips 3->4
      • Reload Time 7.2->6.8

    • .50 cal heavy
      • Heat 0.8->0.9
      • Clip Size 100->110
      • Total Clips 3->4
      • Reload Time 9->7.5

    • Bio Diesel Engine
      • Jeep
        • Max Reverse Speed 25->45
      • APC
        • Max Reverse Speed 35->40
      • AFV/LT
        • Max Reverse Speed 32->48
      • Medium Tank
        • Max Reverse Speed 33->39
      • Heavy Tank
        • Max Reverse Speed 23->29
      • Artillery Tank
        • Max Reverse Speed 20->28
      • Fission Reactor
        • AFV/LT
          • Max Reverse Speed 34->42 (fix for inconsistency)
        • Advanced Coolant Engine
          • AFV/LT
            • Max Reverse Speed 31->40 (fix for inconsistency)
    • BE&NF HMG
      • Headshot Modifier 2->1.5

    • BE&NF 9mm Pistol
      • Headshot Modifier 1.3->1.4

    • BE Machine Pistol
      • Headshot Modifier 2->1.4

    • BE .44 Pistol
      • Headshot Modifier 1.5->1.7

    • BE Heavy Rifle
      • Headshot Modifier 1.4->1.7

    • BE Assault Rifle
      • Headshot Modifier 1.5->1.7

    • NF Assault Rifle
      • Headshot Modifier 1.4->1.7

    • BE&NF Shotgun and shotty pistol
      • Headshot Modifier 1.6->1.4

    • NF SMG3
      • Headshot Modifier 1.4->1.7

    • NF .50 cal Rifle
      • Headshot Modifier 1.5->1.7
     
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  2. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    To clarify about the min/max damage fix mentioned above.:

    Before 2.14, the code was dealing damage from minimum to zero, ignoring the maximum damage. So you could never deal above the minimum damage with an infantry machine gun.

    We have now fixed this so the minimum and maximum damage values behave correctly, so you will deal damage from max -> min, not from min -> 0. This is how it should have behaved.
    This means that all weapons will end up dealing more damage at long range than they previously did, but should remain roughly the same damage at close range.

    The scripts have undergone a change to reflect this, so that the weapons handle similarly to how they did before.
     
  3. complete_

    complete_ lamer

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    Nice to see the patch come out. Hopefully we'll be able to see more non-organized games. alot of good changes and fixes.
     
  4. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    We have pea shooters again greeeaaat
    Flashback to 5 years ago
     
  5. Sgt.Security

    Sgt.Security Member

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    Thanks for explaining for me but font size 7 would work better.

    Especially "The weapons should handle similarly to how they did before".

    It is not easy to understand that our oldest programmers fucked up one of the most fundamental part of the game and it is fixed only recently.

    But yes, it was fucked up.
     
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  6. Neoony

    Neoony Member

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    Thats some huge Changelog full of fixes.

    Well done ;)

    ( after new issues are fixed :P )

    Also, predicted shells/canons might fix many visual bugs in demo recordings.
    I might test that some time.
     
    Last edited: Aug 25, 2017
  7. Xyaminou

    Xyaminou Member

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    @Sgt.Security According to the scripts headshot multiplier changed from 3.0 to 3.5.
     
  8. VAMPIR

    VAMPIR Member

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    I'm sorry but the update is wrong if the bare server crashes after map change. Why are there no updates?
     
  9. Xyaminou

    Xyaminou Member

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    Because "there's issues with our build system" and "Thexa is not there to fix it and only he can fix it"
     
  10. VAMPIR

    VAMPIR Member

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    I'm sorry but why was it necessary to release another patch with a bug? Don't you test the patch before adding it to the server? Here's how to play speak now? Thanks for the replies but it's sad. Is there a rough timing correction of this bug?
     
  11. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    As far as I can tell (I wasn't around), it didn't crop up during the (limited) beta testing, so it had to be pushed out. The timing of it is most unfrotunate though.
     
  12. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    @VAMPIR

    2.14 was tested a lot, many bugs were fixed, but we still want more testers!
    We couldn't delay the release any longer due to the important security fixes.

    We found the cause of the crash at the end of the map and have fixed it, but we are having some trouble with our build system, so cannot release anything to steam.
    The fix will be pushed ASAP, but no guarantees when yet.
     
  13. Xyaminou

    Xyaminou Member

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    The server did freeze during testing.
     
  14. Mikleo

    Mikleo Member

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    For the moment xya's server disables engineer turrets to prevent freezing.
     
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  15. VAMPIR

    VAMPIR Member

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    Thanks for the replies, just have to wait for a good update.
     
  16. complete_

    complete_ lamer

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    Is it better for people to complain about a broken patch constantly or for no one to care enough to complain?

    A philosophical dilemma for today's world...
     
  17. Thexa4

    Thexa4 Developer Staff Member Moderator

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    Neoony likes this.
  18. .Oktay.

    .Oktay. Member

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    2017-08-26 01_43_43-Version_2.14.x - Empires Wiki.png
    2017-08-26 01_44_18-Version_2.14.x - Empires Wiki.png Seems like the devs have time travel technology and i was the only person who figure it out i know it all the time they want to backstab me but i have a aluminium hat so they cant find my position
     
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  19. VAMPIR

    VAMPIR Member

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    2016 year )))))))))
     
  20. Smithy

    Smithy Developer Staff Member Administrator

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    2.14.5 Released - https://wiki.empiresmod.com/Version/2.14.x#Version_2.14.5

    === Bugfixes ===
    * Fixed a bug where the class selection text would still display even after choosing a class.
    * Fixed a server crash related to rotating the commander view.
    * Fixed a bug causing sprint to have no effect when using the speed upgrade skill.
    * Fixed a bug that would prevent you from changing class or building vehicles if you were standing inside another player.
    * Fixed a visual bug with the name displayed on certain achievements.
    * Fixed some occurrences of key binds not executing.

    === Features ===
    * Revert to Base SDK style bullet force calculation. Previously it was a constant bullet force regardless of stance; now, crouch and prone stance will reduce these effects.
     

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