Client: http://dl.dropbox.com/u/6615362/empires/empires_client_228.exe http://dl.german-slaughterhouse.de/empires/2.28/empires_client_228.exe There are no plans to release SSE1 client or server. Server: http://dl.dropbox.com/u/6615362/empires/empires_server_228.7z http://dl.german-slaughterhouse.de/empires/2.28/empires_server_228.7z No Linux server yet. SERVER SIDE HOTFIXES: 1) Add the line "emp_sv_skil_rifleman_damage_increase 0.10" to your server.cfg (without quotation marks). This fixes an issue with Rifleman damage increase skill giving a 25% buff on damage, rather than the intended 10%, causing a pretty bad imbalance. 2) Extract the text file from http://dl.dropbox.com/u/12568942/vehicle_weapons.zip to the Empires/scripts folder, which will overwrite your vehicle_weapons.txt. This fixes an issue with single slot chain gun not generating enough heat from prolonged use. It will have to be mirrored (last time dropbox cut my access off). You must have at least 2.25 installed to patch to 2.28. Check the download page on empiresmod.com for 2.25 links. Changes: Empires v2.28 October 11, 2010 --------------------- Empires 2.28 Changes Balancing changes: + Homing Salvo reload time 5 s -> 10 s. + Rail Gun Clip size 40 -> 15 and reload time 2 s -> 7 s. + Turret Level 2 and 3 research time 90 s and 90 s. + Standard CG damage 24 -> 28, cycle time 0.025 s -> 0.05 s, weight 70 -> 60 + Guided ML Clip Size 4 -> 5 and Heat 8 -> 7 + Upgraded Guided ML Clip Size 4 -> 5 and Heat 10 -> 8 + CV armor 250 -> 200, hull 2000 -> 1000. + 10% faster RPG missiles. + HE cannon heat 22 -> 15, Ranged cannon heat 11 -> 10. + Modified infantry weapon scripts. Added: + Parallax occlusiong mapping shader. Use VertexLitParallax or LightmappedGeneric. Brenodi jeep uses POM as a test. + emp_sv_debug_build_vehicles allows building vehicles without VF. Removed: Modified: + Don't allow making squads without forming previous squads (ie. can't create Bravo without someone creating Alpha first). + Readded 9th mining. + Changed automatic visibility on minimap: - infantry spots enemies within 5000 inches - infantry doesn't spot other infantry - buildings spot infantry within 1000 inches - buildings spot other enemies within 5000 inches (small buildings like MG turret don't spot) + Moved viewpoint on Brenodi Medium tank to the back. + Updated manual. + Updated emp_escort. + Updated emp_isle. Fixed: + No warning about problem with finding commander armor. + Memory corruption on server at level shutdown. ---------------------------------------------------------------------------------------------- Infantry script summary: The infantry weapons of empires have basically been completely revamped. It would be fairly pointless to do a changelog as it would probably be easier to post what hasn't changed, rather than what has. The scripts were originally based off an old version of Empires, called 2.12. The weapons are more accurate, fire faster and do more damage. It's a big change. Now, by 2.12, they'd had many versions of balance, and even by 2.27 on the style of scripts we had before, they've had 8 versions of Empires to be refined, so don't expect the new ones to be perfect straight off. The more feedback you give, the better, and the quicker we can get them to a comparable state of balance as we have now. But having said that, they should at least be fairly close to it now. To summarise a few of the biggest changes: The machine pistol is gone. It's now more of a Desert Eagle style weapon, dealing 50 damage (100 for the head) at close range, but dropping off fairly quickly. Nearly all weapons will spawn with 1 full magazine, plus 2 more. You can pick up an extra magazine at the ammo box, but getting more than that will require ammo upgrade. This should not only make ammo upgrade used more, but increase the use of secondaries, as well as increasing teamwork. The carbine is also gone, or rather, it's now fully automatic, as well has being renamed. What you used to know as the Brenodi Empire Assault Rifle (BEAR) is now known as the Brenodie Empire Heavy Rifle (BEHR). What you previously knew as the BE Carbine (BECAR) is now known as the BE Assault rifle (BEAR). The scout rifle does 60 damage. Take from that what you will. Moving accuracy on most weapons is better, which in turn makes smg2 actually useful for a change. Rifleman resists are all down to 10% except on mortar, which he has 0% for. Grenadier gets 15% on mortar and grenades. You'll spawn with 2 extra mortars and be able to carry a total of 2 extra than you did before. The weapons will be a big change, as I said earlier. Many will love them, but I anticipate that some may not (at first). But give it a chance, and let's see how things go. Thanks, Trickster.