Hello community, We are well on our way to the next step of Empires. Except for script changes, there are a number of things that will be presented to you in the next patch, but we'll focus on script changes in this thread. Currently, there are a few issues with the gameplay, we have implemented a few ways to attempt to solve them. Let's head straight into the changes. Bullet points : 1: Several new 3-slot weapons & researches. 2: Chassis researches time have been extended, heavy tank cost increased. 3: Infantry will survive a mine with health upgrade. 4: Infantry will receive a little more resist against vehicle explosive weapon. 5: Arty will deal actual explosion force. 6: HMG & NFHR buff. 7: NF CV will be stronger than BE CV, due to its size. 8: All engines will be able to output a little power when overheated, except for standard. This is not final. This research will get you "Salvo Homing ML" and our new "Improved Homing Missile Launcher". This research will give Gren RPG 30 more damage, for grenadiers to have a little more power in mid,late-game. This research gives 3-slot UML and 3-slot salvo ML, aka Heavy-duty ML and Advanced Salvo ML. This research gives you 3-slot ranged cannon, aka Heavy-duty Ranged Cannon. This research gives you 3-slot Guided ML, aka TOW Guided ML. This research gives you 2-slot Railgun. This research gives you 3-slot Railgun, aka Overcharged Railgun. This research gives you 3-slot HE cannon, aka Thermobaric Cannon. With our new 3-slot weapons I would like to delay the time it takes for comm to rush heavy tank. So it would be more of a risky play to rush heavy tank. Other than that, we can extend the length of early/mid game. 3-slot Homing ML. (not salvo) 3-slot Guided ML. 3-slot UML. 3-slot Salvo ML. 3-slot Plasma MG. Note that this does not require an additional research. 3-slot HE cannon. 3-slot Ranged CN. 2-slot railgun. Higher damage so it matches other 3-slot weapons. 30 rounds are a little insufficient as railgun has a pretty fast cycle time. Previously I boosted the damage from 80 to 82, as an "experimental" 3-slot cannon, now other 3-slot weapons are coming in, I would like to give it actual 3-slot damage. Note that Thermobaric cannon has 425 radius. Homing ML locks-on a little too fast, this is also to make Improved Homing ML stands out. Make 2-slot Guided ML less intense. Because now arty cannon deals significant damage, it would be good to add some sort of "indication" that you are getting hit by something big. For reference, nuke deals 70000 force, so this should not be too much of an impact. It generates too little heat, given its long cycle time. So the max ammo would be a multiple of clip size. 80 bullets for scout rifle is pretty much the same as infinite ammo, scout can be a lone wolf so it needs more ammo, but not that many. Gives NFHR higher average damage(not peak damage as it is already high enough). Also increasing its accuracy while the user is standing. HMG has a ridiculously long reload time, I can't touch reload animation so I decided to give it more sustainability. Also it's HMG, its bullet should be a little more devastating. I personally played quite a few games where the difference between the size of NF & BE CV actually made a difference. NF CV is extremely easy to rush, BE CV on the other hand is much, much harder to rush. But I am not gonna make BE CV weaker, because CV really isn't strong in late-game, so I decided to make NF CV stronger. With new 3-slot weapons, heavy tanks should cost more. A tiny nerf for Composite armor. Regeneration is Composite's prime selling point, and makes it stand out a little too far. I wouldn't want 3-slot HE cannon to be the ultimate nightmare of infantry. Also yes, infantry will survive a mine with health upgrade & full health. I don't care how much you think a mine should 1 hit-kill infantry, tell me how fun the game is for a new player when he died to a mine 5 times in 2 minutes. I personally witnessed that, that is so much bullshit. I wanted to make it so that mine will no longer 1 hit-kill, health upgrade or not, like one of Spartacus's patch, but that's a little too harsh, so you can say this is experimental. Fixes the fact that it doesn't really cool when idling, and arty is always idling. When you are overheated by something, the game is pretty much over for you. This 5% power will allow you to at least do something(although not much) with your tank, so you are not just a perfect sitting duck. Rifleman will basically take roughly 1 more damage from each bullet. We can look at why rifleman dominates infantry combat : 1: 30% resist. 2: Individual skill. (For example, I'd still get a lot of infantry kills as an engineer.) 3: Class skill. (health upgrade..etc) 4: Weapons with much higher DPS. I can't do anything about 2, but I can certainly do something about 1 and 4. But don't expect a huge nerf, rifleman is supposed to dominate infantry combat, if we take that dominance away, rifleman would be practical useless. I believe that 2 modifier was supposed to guarantee 1-headshot-kill, but that's not enough for rifleman with health upgrade. Sniper headshot is very difficult, if you can do that, I'll give you that 1-hit-kill, like with mortar.