Empires 2.51 has been released by Beerdude26

Discussion in 'Dev Blogs' started by Empires Dev Blog, Jun 22, 2014.

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    After a bit of a wait, 2.51 is ready. This release is mainly bugfixes and balance changes, but some of the bugs are pretty major and have afflicted the game for a long time, so it's pretty major that we've finally managed to track them down (collisions!). The GUI overhaul is on the horizon, so until then, enjoy Empires 2.51.
    Added:
    • New briefing for emp_midbridge
    • New flagpole models and flags in modles/props/flagpole
    • New shotgun sounds for shotguns
    • New death sounds
    • New looped sounds for all standard non-specialized MGs
    • New Explosion sounds for most Vehicle cannons (larger variety of explosions)
    • Updated and expanded Vehicle cannon sounds
    Fixed:
    • Reviving suicided players no longer gives a point
    • Fixed the game killing players when jumping into the side of a building
    • Fixed the NF camera/radar models being used for the BE engineers' previews
    • Fixed the binocular zoom exploit
    • Fixed collisions
    • Fixed the shotgun exploit
    • Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
    • emp_sv_wait_phase_time now properly updates dynamically
    • Fixed players being able to launch slow RPG's
    • Fixed certain instances of bouncing mortars
    • Fixed circumventing emp_forceautoassign by using jointeam in console
    • Fixed a rapid wall recycle exploit
    • Fixed commanderless maps having their wait time start at map load
    • Fixed engineers not getting rank bonuses
    • Fixed sprays not working for some players
    • Fixed the game saying "Press Attack to Spawn" while out of reinforcements
    • Fixed view offset issues while spectating in first-person
    • Fixed reflective issues on emp_chain and emp_bush
    • Fixed holes in glycencity
    • Fixed shotgun not being selected by default when spawning
    Modified:
    • Bio weapons no longer remove stamina from infantry
    • Engineers now receive rank bonuses the moment they rank up
    • Mines now check if they're floating and fall if they are
    • Changed vehicle MG's to support looping sound files
    • Changed the starting music to the BF1942 version
    • Updated emp_money for HDR lighting and to fix an exploit
    • Major visual update for emp_canyon
    • Optimized emp_cyclopean
    • Added more maps to the default mapcycle
    • Slowed down the BE shotgun's melee speed
    Vehicle Scripts
    Armour:
    • Reflective - HP 65 -> 70
    • Absorbant - HP 60 -> 65
    Engines:
    • 3phase - Heat production while moving 3 -> 4
    Weapons:
    • Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
    • BioMG - Reload time 5 -> 10
    • Std ML - Damage 50 -> 40
    • Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
    • Guided ML - Damage 60 -> 70
    Chassis:
    • BE Jeep - Cost 35 -> 20
    • NF Jeep - Cost 50 -> 25
    Infantry Scripts
    • BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
    • BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
    • BE/NF Shotgun - Cycle time 1.0 -> 0.7
    • NFHR - Damage 35 -> 40


    Tags:
    Empires
     

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