Official 2.24 Release

Discussion in 'News' started by Coffeeburrito, May 8, 2009.

  1. Coffeeburrito

    Coffeeburrito Coder

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    As promised, here is the official Friday release of Empires 2.24. If you installed Wednesday's forum pre-release, you STILL need to install the new patch. There was game-breaking bugs in both the client and server that had to be resolved. To reflect this fact, the installers have been named 2.24b (although officially still called "Empires 2.24"). Thanks for all your support.

    The client and server fixes are independent in that you SHOULD be able to play on a wednesday 2.24 server with the new client patch, or use the wednesday client patch to play on a new server. I took down the old links though, so everybody should ideally run the new patches.

    2.23 and 2.24 to 2.24b patches
    Client patch
    Server patch

    Full Install
    Client full
    Server full

    Optional
    Chat HUD hotfix (clients only!) -- can be re-enabled with cl_chatbackdrop

    PWC-Gaming Mirrors (100mbps dedicated)

    2.24b Client Full Installer
    http://pwc-gaming.com/downloads.php?do=file&id=823

    2.24b Server Full Installer
    http://pwc-gaming.com/downloads.php?do=file&id=824

    2.24b Client Patch (from 2.23)
    http://pwc-gaming.com/downloads.php?do=file&id=825

    2.24b Server Patch (from 2.23)
    http://pwc-gaming.com/downloads.php?do=file&id=826

    Balances:
    + Dig In effectiveness decreased (50%-->25%)
    + Repair amount required to disable sabotage decreased from 50 to 25
    + Sabotage now does 4 damage every 3 seconds
    + Raised Jeep health from 120 to 200
    + Jeeps no longer can carry armor
    + Jeep speeds have been increased (fission and 3phase excluded) and minor horsepower changes
    + APC speeds have been decreased (fission and 3phase decreased the most)
    + APC health has been restored to 150 health
    + Upgraded and Advanced Grenadier RPG research times and costs reduced, their effectiveness improved (-15 sec, -50% cost, +5/+10 more)
    + Raised Max weight of all vehicles by 10 (jeep excluded)
    + Raised engine weights and differentiated between engines
    + Hull now inherits armor resists (change for future versions, shouldn't affect this one)
    + BE medium steering changes
    + BE standard cannon is now "Improved Standard Cannon" with better characteristics (temporary fix)
    + Various changes to vehicle hull healths (mainly BE AFV/temporary fix)
    + Infantry weapon changes (exact changes in changelog located in /scripts folder)
    + Building HP and thus building times have been tweaked (Armory is weaker, barracks and vehicle factories are stronger but take longer to build)
    + Walls are generally weaker. It is now feasible to blow up walls using seismics.
    + Mortar versus building damage is higher
    + RPG damage against buildings > 1 but still very crappy
    + Gas turbine, research time from 120 to 150 (but moved down one research level saving 325 res and 60 sec)
    + Biological projectile, research cost from 500 to 400
    + Biological warhead, research cost from 700 to 500
    + Reactive armor, research time from 90 to 150
    + Composite armor, research time from 120 to 90
    + UML, weight from 50 to 70
    + BioML, weight rfom 80 to 70
    + HITML, weight from 200 to 120
    + SalvoML, weight from 40 to 50
    + GML, weight from 50 to 70
    + UGML, weight from 50 to 70
    + HML, weight from 50 to 70
    + UHML, weight from 50 to 70
    + Reactive, damage mod from 0.8 back to 0.9
    + Lowered health of vehicle armor
    + all weapon costs increased, all armor costs decreased resulting in armor costs being equal to weapon costs (was: armor cost = 60-80% of total tank price)
    + Infantry resists set, rifleman has resists against vehicle mgs and other infantry fire (effective armor increase); grenadier has resists against tank shells
    + Lower "heat to target" values on all weapons safe for plasma and HIT

    Added:
    + Building and infantry resist system support
    + Plus sign in class selection screen next to weapons that have multiple options.
    + If you have Revive as an Engineer, there will be an icon above friendly corpses.
    + Mappers can now [set/get/modify] [NF/BE] [tickets/resources] via inputs/outputs for emp_info_params
    + New entities "emp_vehicle_preset" and "emp_vehicle_spawner" for spawning vehicles
    + New entity "emp_mine_restrict" to block placement of grenadier mines
    + Squad artillery strike 'whistle' noise
    + Lua support for servers
    + Chat escape sequences (%_c,%_h, %_l, %_m, %_n, %_s, %_w)
    + Cheat command: emp_increase_squadpoints to increase squadpoints for testing
    + Bindings for the slotn commands, so plugins can use their on-screen menus
    + Can now see name and health of friendly players without directly looking at them; health indicator on friendly players is coloured according to health
    + A few client messages for research (research cancelled, insufficient resources, research already in progress)
    + New particle effects and sounds for certain vehicle MGs
    + emp_coast (works now)
    + emp_arid
    + cooldown on squad abilities; squad arty and revive cost changes

    Modified:
    + Weapon and skill descriptions are now stored in a script (emp_descriptions.txt).
    + When selecting infantry units in Comm View, the selection images will accurately reflect the infantry class of the unit.
    + Removed the "Leave Squad" button in the Pop-Up Menu.
    + Default commander option is now to be opted out
    + Bullet knockback forces when proned and crouching are now equal to that of standing.
    + Maximum number of slots is now 64 (I wouldn't recommend using it though)
    + emp_urbanchaos and emp_slaughtered optimizations -- turrets work now too
    + BE medium viewpoint altered
    + Recycletime and carcass removal time added to building.txt (this prevents "turret corpse spam" to block off areas for example)
    + Updated manual and quickstart guide

    Fixed:
    + DLLs compiled with statically linked libraries, should no longer need the c++ redistributable
    + A rare server crash
    + You no longer run faster against a wall
    + Bug with changing resolution
    + Chat window buttons are now hidden at the start of a map, but chat window permanently has a slightly slightly grey background
    + Locked various server-crashing commands
    + You can now use the center button of the flower voice menu in a vehicle with handbrake (jump for infantry)
    + You can now bind commands to semicolon
    + Vehicle presets

    Biggest known issues:
    + New vehicle MG tracer particle effects only show up for the one doing the shooting
    + Streets of Fire still crashes for some people, please take caution when playing this map.
     
    Last edited by a moderator: May 9, 2009
  2. Headshotmaster

    Headshotmaster Member

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    First

    Congrats on finishing 2.24
     
  3. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    How come you don't get a infarction from Krenzo? :/
     
  4. -Mayama-

    -Mayama- MANLY MAN BITCH

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    <3

    (filler)
     
  5. Wertbarg

    Wertbarg Member

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    Need moar servers up! only one works!
     
  6. SgtMuffin

    SgtMuffin PWC-Gaming

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    Last edited: May 8, 2009
  7. [lodw]keef

    [lodw]keef Hobbit

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    ive been playing 2.24 all night, its been hella fun.

    end of story
     
  8. ScardyBob

    ScardyBob Member

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    Is the first client patch 2.24 to 2.24b or 2.23 to 2.24b? And if its the second, what is the difference between 2.24 and 2.24b? (I'd rather not have to do a full install again)
     
    Last edited: May 8, 2009
  9. -=SIP=-

    -=SIP=- Member

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  10. petemyster

    petemyster Member

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    are you going to let the moddb community know or what? :'(
     
  11. Drag

    Drag Member

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    The last thing I know is that Krenzo has access to moddb and "someone is to ask him", e.g. not me.
     
  12. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Are the "gun fire tracers coming from random places" and "gray background of chat box is visible" issues still there?

    At least with infantry weapons I noticed that the tracers came where-ever they wanted to. From player's head, somewhere near the gun or where ever.
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    you nerfed the mortar against infantry without any comment, nice move

    Especially when the rifleman gets a anti-infantry-vehicle resist so he can sticky better...
     
  14. Skie Dragon

    Skie Dragon Member

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    Gren sucks now, rifleman get a 0.3 resist. so a direct hit does like 80 dmg.
    even engineers have a 0.15 resist.

    Maybe just delete the class and lets all play rofflewhore! CS:S wasnt that bad
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    With other words, 2.23 was to frustraiting to play cause of the armor "problem"...
    So i said to myself ok wait till 2.24, now another part of the game is broken and makes the game not fun.
    Whats the reason for that? To piss everyone off till nobody has the patience anymore to wait for a "good version"
    I mean we dont talk about stuff you cant predict.
    Everyone that plays empires for a while is able to tell you how empires will
    play when tanks have extra armor, same for reducing the damage of the mortar without adjusting splash or whatever...
    Same for giving the rifleman resistance against vehilce mgs...
    It makes sticking tanks easier.
    The gren got nerfed against infantry, and the rifleman got buffed against tanks.
    Cant see a reason behind that.
     
    Last edited: May 8, 2009
  16. Brutos

    Brutos Administrator Staff Member Moderator

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    You have no reason to complain or even the right to.
    You are a tester, that seems to care about infantry balance and you could have looked through the changes and comment on them. Its easy to bitch afterwards. If we would have had a test game with more then 15 players on the server it might have gotten noticed while testing. I say you Mayama do not deserve to complain -.-

    /raeg
     
  17. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I TOLD THAT IN THE TEST SESSIONS
     
  18. Silk

    Silk Mapper

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    So far i usually agreed with you, but from what i see from the 2.24 changes, isn't the grenadier more effective against vehicles now? The rpg upgrade is cheaper, better and researched faster, and he has more protection against vehicles.

    To me it SEEMS that infantry stand a better chance against vehicles now, or am i wrong about this?
     
  19. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Afaik every class in empires is specialized in one part of the game.
    But because it isnt good gameplay and generates frustration you have
    to give every class a chance in the other sectors of the game.
    So the gren has the mortar and the rifleman the sticky.
    Both very powerfull in specific situations but not a match to the tools
    of the class made for the job.
    I always thought sticky/mortar was balanced cause both needs skill,
    and is dangerous to use. But now its very easy to sticky tanks and
    almost impossible to kill someone with the mortar. Means the rifleman
    is one step closer to be the perfect allround class.

    EDIT: @ brutos, in the last month the tester forum has become full
    of retards that dont want to balance the game or mistake good gameplay
    with realism. People that think the scout rifle will be removed cause people
    whine to much if they get hit by it. People that have only one argument
    "I dont like it" asf. When I first got acess to the tester forum it was
    awesome cause people their talked reasonable about stuff but now it has
    become suggestion forum part two.
     
    Last edited: May 8, 2009
  20. Metal Smith

    Metal Smith Member

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    I didn't notice any of this. Mortar can kill buildings effectively and knock engies off their turrets. I'm happy. Are you upset that you can't uber pwn people with the mortar now?

    In other news, Jeeps tend to flip backwards when going off large cliffs.
     

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