2.14 Testing Thread

Discussion in 'Testing Discussion' started by VulcanStorm, May 15, 2017.

  1. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    So it's that time again where we test a new versions of Empires...

    TESTING 20th May 20:00 UTC

    Features


      • Tank projectiles should now be predicted, so hopefully tanks stop hitting themselves.
      • GUI tweaks
      • More translatable texts
      • 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 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.
    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
        • Heat 0.8->0.9
        • Clip Size 100->110
        • Total Clips 3->4
        • Reload Time 9->7.5
        • 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



      • 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)



      • Enhanced Grenadier Missile
        • Additional Damage 30->25



      • APCR Grenadier Missile
        • Additional Damage 30->25



      • BE&NF Sniper Rifle
        • Headshot Modifier 2.5->3 (to guarantee one headshot kill)



      • 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
     
    Last edited: May 18, 2017
  2. Xyaminou

    Xyaminou Member

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    Can you clarify this one?
    Is it like cannons were hitting the tanks but for the MGs?
    Did you fix the same bug but for the GLs?
     
  3. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    I meant tank shells, not projectiles :/
    I don't think we've changed the grenade launchers...
    Tanks are already lag compensated against shots, now the shooting of cannons should be better at higher latency and shouldn't hit your tank. @Thexa4 can correct me if i'm wrong
     
  4. Xyaminou

    Xyaminou Member

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    so you did indeed fix vehicles MGs but not infantry's weapons.



    Also note in the video, vehicle MGs don't have body parts multiplier, how come?

    I can't confirm because I don't have a non-local server to test on but the other day I thought I saw an APC hitting itself with DU while moving at full speed and shooting forward, but it was far away so I can't be sure.

    Edit: actually I can probably watch the recording.
     
    Last edited: May 15, 2017
  5. Mikleo

    Mikleo Member

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    Anything to address tank aiming yet?
     
  6. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    @Xyaminou Tanks are lag compensated against shots, but i don't think they are whilst making them. Hopefully these tank shell changes fix that for cannons.

    @Mikleo Not yet.


    Edit: this changelog is a work in progress, it's not final, and some stuff may be removed if it doesn't work. All these changes are yet to be merged, i am hopeful that all of these go through without issue, but i can't guarantee.
    However i thought it was right to inform you guys about potential changes we have in store, and to give advance notice of a test, since we are going to need people to show up.
     
    Last edited: May 15, 2017
  7. Xyaminou

    Xyaminou Member

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    I have no idea what you mean by that.

    There you go I finally found an example in one of the recording:

     
  8. Xyaminou

    Xyaminou Member

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  9. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    2.14 isn't yet on the beta branch, this is a pre-beta mention of changes currently. the beta is the same as the current release.
     
  10. Xyaminou

    Xyaminou Member

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    Seriously...

    Well my video clearly shows that vehicle MGs do have falloff, so what was fixed then?
    Or well, I didn't test all of them but standard MG definitely does.

    Yeah nevermind, .50cal's falloff is definitely broken.
     
    Last edited: May 15, 2017
  11. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Yes

    I may have made a mistake with posting this thread. But if this was left until the friday evening before the test, then no-one would see it?

    I'm hoping that this will 1) show you that we have bugfixes planned for some of the crashes reported, 2) get people to know about an upcoming beta test.
    The reason this isn't on the beta branch? Is because these are pending changes that need to be reviewed before merging, when we get enough time to merge these changes and actually push a new beta version then i'll let you know.

    @Lazybum Can you help me with getting the time/date thing setup at the right times? :)
     
  12. Xyaminou

    Xyaminou Member

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    @Sgt.Security will 2.14 also contain buffs for the MGs, nerf for bio MG and nerf for RPGs, and re-balance of engines' prices?
    And hopefully a real wages nerf? because the last one wasn't a nerf so much as a small balance change.

    Changelog
     
  13. Sgt.Security

    Sgt.Security Member

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    I have updated the changelog.

    Yes.
    In 2.13, MGs are dealing lower damage than the written numbers, so we are giving MGs a "two-level" buff in 2.14.
    Minimal damage -> actual damage -> buffed actual damage.

    In 2.14, the damage of all MGs would be around 50~60% of the original values, we'll see how it goes.

    I am giving bio MG just a 1%~2% power nerf that I think will push it closer to the "point".

    In 2.13, HEMG is dealing 50% damage and DUMG is dealing 75% damage, I am sure people will re-evaluate anti-vehicle MGs when they work as intended.

    No, I already said that engine price is not a balance factor.
    I have actual things for engines :
    0.5 heat dissipation buff for coolant while moving <-- this has to wait because engine heat dissipation is not floating point, I can only buff it for 1 or 0.
    Advanced coolant is on the verge of being the ultimate cooling master.

    1 heat dissipation nerf (while moving) for 3 phase. <-- When floating point heat dissipation gets implemented I'll probably change it to 0.5 overall heat dissipation nerf.

    Regarding bio diesal, my plan is making its forward/backward speed equally fast, not guaranteed for 2.14.

    I consider my previous nerf for wages a real nerf, I basically took away 15~20% wages from the game.

    I am going for another 10% nerf and I'll sit with it for a while.

    I support wages, but when wages were introduced, we brought 15~25k extra resources into the game without any sort of compensation, I think that's a little too much.

    I am not gonna nerf wages to, say, 5 wages per point, but I am willing to cut the overall wages down to 60~70%.
    Also there are things that really should deserve more wages, like sabbing.
    I am willing to experiment with 5 damage nerf for both upgrades.

    Two things I didn't bring up :
    1: Anti-infantry MGs will actually work in 2.14.
    2: Everyone (including myself) wanted to build the ultimate-anti-tank-DPS heavy tank that no one could be arsed to get any sort of anti-infantry MG.

    "Grenadier has more effect in late game" is a step in the right direction, it opens up the options in late game.
    This is a RTS, I know we didn't really look like one but we are heading to it, we might hit a few bumps on the way and I think this is one of them.

    Regarding balance issues, NF tanks do have extra weight for its size, I don't see much problems.
     
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  14. Xyaminou

    Xyaminou Member

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    Just because they're not a balancing factor doesn't mean the prices can be fucked like they are right now. Anyone who sees this must wonder who the huge retard that put those prices, and then if they bother to search they'll find your name and assume it was you.

    And while we're at engine cooling, turn engineer's cooling upgrade to 25% like I did, it makes it useful.

    "Grenadier has more effect in the late game"

    Like ANYTHING in this game, it only has as much impact as you make it, a good squad of grenadier late game doesn't need those noobs upgrade. Grenadier doesn't need help, if you're going to start boosting classes just because people nowadays are too retarded to teamplay properly then let's remove the Commander already because that's how it's going to end up.
     
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  15. Sgt.Security

    Sgt.Security Member

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    It's pretty useful at 15%, because our previous programmers coded it right, it's solid 15% without any truncation.

    I always take it as my 3rd skill.

    Even if I am buffing it, I would definitely not jump to 25%, I am seeing some issues but you are free to take the risk, I could be wrong, you know.
     
    Last edited: May 16, 2017
  16. Neoony

    Neoony Member

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    Thats why I suggested using "notices" feature of the forums for events.
    It will show announcement, which shows on every forums page.

    Ask Max to set it up for this test
     
  17. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Oooh, i'll look into that. thanks :)
     
  18. Neoony

    Neoony Member

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    Also as soon as you get the time for it, I will change my timeleft hostname on my test server, which is currently set up for the league.

    Example:
    [​IMG]

    Its a detail but it might help raise awareness, especially for non forums people.
    ...the sooner you get the time the better :P
     
    Last edited: May 16, 2017
  19. Neoony

    Neoony Member

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    None of this will be much effective unless done few days before the event happens, btw xD
     
  20. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Testing for 2.14 will begin at 8pm UTC, on Saturday 20th May.

    I'm hoping for a few good games, and to test the specific bugfixes/features.

    edit: We're still merging in the last bits. The beta isn't updated yet.
     
    Last edited: May 18, 2017
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