Empires 2.22 Released

Discussion in 'News' started by Kylegar, Jan 19, 2009.

  1. Kylegar

    Kylegar Specstax Rule

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    Empires 2.22 is released, which is a small bugfixing patch aimed at squashing a few annoying bugs and crashes.

    Headlining this release is the destruction of the annoying Commander Crash, as well as a fix of the Engineer Tool crash. Additionally, A few features have been added, and Weapons and Vehicles have been tweaked. You can read the full changelog Here

    You can download the 2.21->2.22 client patch on the Download page, as well as the server patch. Both are around 80MB.

    EDIT: There is an issue with the Quicklist option in the steam server browser. Unchecking "Quick List" fixes the problem
     
    Last edited: Jan 19, 2009
  2. Lollum

    Lollum Tester++

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  3. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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  4. recon

    recon SM Support Dev

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    Vehicles are fun again :D
     
  5. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    lol you guys are just releasing updates left and right now.
    Fixed: Cannot use the engineer kit from the command vehicle anymore
    what does that mean?
     
  6. EvilEdDead

    EvilEdDead Member

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    My guess is there was a way to build while in the CV.
     
  7. OuNin

    OuNin Member

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    "Midified: Infantry Weapon Balance and Vehicle Balance"

    Can changelogs be less musically ambiguous?
     
  8. Sonecha

    Sonecha Member

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    "Midified: Infantry Weapon Balance and Vehicle Balance" Dasdsffgtrjrtewdd?
     
  9. bitchslap

    bitchslap Member

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    woot gj team.
     
  10. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    LOL ROFLS. FULL AUTO PISTOL AND SUPER ROFL SMG1. Whats a SMG2?


    edit: 2.22 broke parachute + its super unstable D:
     
    Last edited: Jan 19, 2009
  11. OuNin

    OuNin Member

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    Can we get a changelog _with_ weapon balancing changes?

    I don't like playing new versions with frequently revolutionized weapons.
     
  12. Chris0132'

    Chris0132' Developer

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    As a rule things are more accurate, especially SMGs, and everything is better, a few things have had firerate increases too.
     
  13. Aquillion

    Aquillion Member

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    Diff to the rescue! Keep in mind, I am not totally sure what all these numbers mean... I just compared the script directories to find all the changes.

    In max_ammo.txt:
    Rifleman AMMO_SMG changed from 120 to 60.
    Grenadier AMMO_SMG changed from 75 to 100

    (Like I said, don't ask me...)

    In vehicle_armor.txt:
    Command vehicle "Damage To Heat Absorbed" changed from 0.12 to 0.18

    In vehicle_engines.txt:
    Lots of tweaks, presumably intended to make things more playable and not to rebalance anything. It appears that all engines had their max speed boosted. Some engines had their horsepower boosted, too (standard), while others had it lowered (electronics, fission). It would take way too long to go over these in detail, but the general idea is that hopefully tanks will handle better now, I think.

    In vehicle_imp_afv.txt: (The BE AFV)
    Cost lowered to from 150 to 80.

    In vehicle_nf_light_tank.txt:
    Cost lowered from 120 to 100.

    (Note that since the BE AFV had its cost lowered by much more, it is now slightly cheaper instead of slightly more expensive.)

    In those and all other vehicles, a "max [weapon type]" was added. I presume that these do not change the slots; they instead mean that (for instance) you can't cram x6 std cannons into the BE heavy anymore. Some of these are unimportant, but the important ones are:

    Only 1 tank cannon or MG is allowed in a med. (Two missile launchers are still allowed, though.)
    Only 1 MG is allowed in an APC.
    Only 2 of each gun in a BE heavy (no more x6 std cannons!)
    Only 1 tank cannon 2 MGs, and 3 MLs in an NF heavy.

    Imma post this and continue in a bit, since it's so long.
     
  14. Aquillion

    Aquillion Member

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    In vehicle_weapons.txt:
    In the standard weapons, chainguns are more accurate, STD cannons cause less heat, STD missiles cause a bit more heat.

    Plasma weapons been buffed in various ways. (Heat-to-target, damage, cost)

    Arty does a bit more damage.

    Salvo MLs are a bit buffed, while guided MLs of all types cost a bit over twice as much. (Although, remember, this is probably still going to be negligible compared to the cost of the tank.)

    Again, this is all just as far as I can tell... what do I know?

    For the more specific numbers:

    Standard MG projectile spread lowered from 0.025 to 0.012
    Chain gun projectile spread lowered from 0.038 to 0.030
    Plasma Machine Gun cost lowered from 50 to 30.
    Plasma Machine Gun Heat To Target raised from 6 to 8.
    STD cannon heat lowered from 14 to 10.
    Plasma Cannon damage raised from 40 to 45.
    Plasma Cannon Heat To Target raised from 8 to 10.

    All arty cannons had their damage raised by 20, except HE which was only raised by 10.

    Standard ML heat raised from 4 to 6.
    UML cost lowered from 65 to 50.
    Salvo ML weight lowered from 50 to 40.
    Salvo ML reload time lowered from 4 to 3.

    Guided ML cost raised from 30 to 75.
    Guided UML cost raised from 35 to 80.

    Homing ML cost raised from 50 to 60.
    Upgr. Homing ML cost raised from 55 to 90.
    Upgr. Homing ML heat lowered from 14 to 8.
    Upgr. Homing ML max lock range raised from 9000 to 10000.

    Salvo Homing ML cost raised from 50 to 70
    Salvo Homing ML speed raised from 1000 to 1200.

    Grenade launcher clip size lowered from 10 to 8.

    Upgr. Grenade launcher clip size raised from 10 to 12.
    Upgr. Grenade launcher total clips raised from 2 to 3.

    ...those are all the vehicle weapon changes, so I'll stop here for a moment.
     
  15. Chris0132'

    Chris0132' Developer

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    Yeah all tanks are substantially faster and handle better, that's another thing.
     
  16. Aquillion

    Aquillion Member

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    Finally, the infantry weapons:

    Bullet spread has been seriously changed. I cut a lot of those, since they aren't very meaningful changes individually, but basically I think your crosshairs should recover faster now.

    Falloff has generally been reduced for all weapons, except some pistols. Pistols do far less damage per shot in general, but fire faster.

    Again, this is all just from a diff. I don't know for sure what all this means, so if someone who actually knows wants to correct me...

    weapon_emp_imp_hmg.txt:
    Damage from 20 to 22 // damage per bullet
    CycleTime from 0.065 to 0.0666 // time between shoots
    Falloff from 2300 to 1550 // higher means you can shoot further
    Falloffbase is now 0.8 (was default, which is 0.85)
    MinimalDamage from 5 to 7 // bullet will always deal this amount of damage even after damage decrease

    This is an example of the spread changes, which I won't repost for every weapon:
    ProneSpread from 0.01 to 0.025
    ProneSpreadMax from 0.06 to 0.03
    ProneSpreadIncrement from 0.005 to 0.001
    ProneSpreadDecrement from 0.1 to 0.03
    ...which I assume means that the HMG is going to be less accurate initially, but won't suffer as much as you fire, and the crosshairs will recover faster.

    weapon_emp_imp_pistol1.txt:
    Damage from 30 to 17
    CycleTime from 0.2 to 0.15
    Falloff from 500 to 800 (remember, higher is better.)

    weapon_emp_imp_pistol2.txt
    Damage from 40 to 17
    CycleTime from 0.1 to 0.0666 // time between shoots
    Falloff from 600 to 300 // distance at which bullet strength has dropped to 85% (damage decreases linearly)
    MinimalDamage from 8 to 5 // bullet will always deal this amount of damage even after damage decrease
    BurstShots now 3 (new)
    BurstCycleTime now 0.285 (new)
    clip_size from 12 to 20
    primary_ammo from AMMO_PISTOL to AMMO_SMG
    (I think those other AMMO_SMG things that confused me before might not mean anything, and just be a change in the code...)

    (Lotsa spread changes cut.)

    weapon_emp_imp_rifle1.txt
    Damage from 25 to 22
    MinimalDamage from 10 to 7

    (Heck of a lot of changes to its spread + crosshairs, too.)

    weapon_emp_imp_rifle2.txt
    Damage from 32 to 22
    CycleTime from 0.115 to 0.1
    Falloff from 1450 to 2000
    Falloff Base from 0.88 to 0.7
    MinimalDamage from 15 to 7
    clip_size from 40 to 35

    diff scripts/weapon_emp_imp_rifle3.txt:
    Damage from 30 to 50
    CycleTime from 0.5 to 2.1
    Falloff from 1300 to 2500
    clip_size from 10 to 5
    StaminaPenalty_Standing from 30.0 to 60.0
    StaminaPenalty_Prone from 30.0 to 15.0

    weapon_emp_imp_smg1.txt:
    Damage from 22 to 17
    CycleTime from 0.12 to 0.086
    Falloff from 1400 to 740
    Falloff Base is now 0.8 (0.85 is default.)
    MinimalDamage from 6 to 5

    weapon_emp_imp_smg2.txt:
    CycleTime from 0.095 to 0.1
    Falloff from 600 to 2000
    Falloff Base from 0.55 to 0.5
    MinimalDamage from 8 to 6
    clip_size from 35 to 30
    primary_ammo from AMMO_SMG to AMMO_RIFLE

    weapon_emp_nf_50cal.txt:
    Damage from 37 to 35
    Falloff from 2000 to 2200
    MinimalDamage from 15 to 11

    ...I'm not going to list all the NF weapons as well. They basically follow the BE weapons, above, in terms of changes.
     
    Last edited: Jan 19, 2009
  17. OuNin

    OuNin Member

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    Thanks!
     
  18. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    so basically, all damage has been nerfed, while rofl has been buffed? Along with new recoil and accuracy changes, best bet would be to spray :D
     
  19. Porthos

    Porthos Member

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    Spraying wont work as the bullet spread is just too much to hit a target at range. You have to use bursts.
     
  20. Chris0132'

    Chris0132' Developer

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    The overall effect is that things are more dangerous, and damage is more steady, rather than lose health in chunks you're more likely to have it trickle away steadily, because you get hit more often for less damage.

    But the weapons do indeed favour bursts, especially the SMGs, and the HMG also favours bursts, albeit longer ones. The ARs still favour bursts and the pistols rapidly lose accuracy if you mash mouse1.
     

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