Empires, the award winning Half-Life 2 mod, combines the best of the first person shooter and real-time strategy genres. Fight as either the Northern Faction, remnants of the fallen nation of Jekotia, or as the imperial Brenodi Empire. Empires features:

Post news Report RSS [Old] Empires 2.6 Released!

This is an old changelog for archival purposes. This version was released in 2014.

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2.6 Changelog:

Fixed

  • Fixed wheels clipping through on BE jeep model.
  • Fixed some texture stretching on NF's VF model.
  • Fixed NF SMG3 ejecting shotgun shells.
  • Fixed the NF & BE shotgun animation speed.
  • Fixed the BE shotgun muzzle flash.
  • Fixed an issue with firing RPGs.

Changed

  • Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.
  • Removed sabotage DoT on everything but turrets.

Script Changes

Vehicle Armor

  • Plain Armor
    • Health 40 -> 60
  • Composite
    • Health 40 -> 60
  • Reactive
    • Health 100 -> 120
  • Reflective
    • Health 80 -> 100
  • Regenerative
    • Health 40 -> 60
    • Regeneration 0.15 -> 0.1
  • Absorbant
    • Weight 12 -> 10
    • Cost 12 -> 10
    • Health 40 -> 20
    • Speed to Damage Modifier -0.0001 -> -0.0002
    • Bioweapon Damage Modifier 1 -> 0.5
    • APBulletResist 0.5 -> 0.75
  • Budget
    • Health 40 -> 60
  • Brittle
    • Health 100 -> 160
    • Speed To Damage Modifier 0.0001 -> 0.00033
    • Bioeapon Damage Modifier 1 -> 2
    • KineticResist -0.5 -> -0.3
    • APBulletResist -0.5 -> -3
  • Capacitive
    • Health 100 -> 140
    • Regeneration -0.06 -> -0.05

Vehicle Chassis

  • Jeep (NF & BE)

    • massCenterOverride "0 0 0" -> "0 0 -1"
    • massoverride 1500 -> 1750
    • faststeeringrate 0.75 -> 1
    • Wheel Mass 300 -> 325
    • frontbrakefactor 1 -> 0.5
    • rearbrakefactor 0 -> 0.5
  • NF Jeep
    • keepuprighttorque -> 1
  • BE Jeep
    • Wheel Radius 18 -> 20
  • AFV
    • Health 300 -> 200
  • NF LT
    • Health 200 -> 150
  • APC (NF & BE)
    • Health 250 -> 150
  • Medium Tank (NF & BE)
    • Health 300 -> 200
    • Added 1-slot ML
  • BE Heavy Tank
    • Max Missile Launchers 3 -> 2
    • Added 1-slot ML
  • NF Heavy Tank
    • Max Missile Launchers 6 -> 4
    • Added 2 1-slot MLs

Unmentioned from Previous Release

  • Walls (NF & BE)
    • Cost 25 -> 15
  • Refinery (NF & BE)
    • Carcass Removal Time 15 -> 10
  • NF Vehicle Factory
    • Recycle Time 5 -> 20

Infantry Classes

Scout is now renamed to Assault

  • Assault
    • InfantryBulletResist 0.35->0.4
    • InfantryMortarResist 0.0-> -0.2
    • InfantryExplosiveResist 0.0-> -0.2
    • InfantryMineResist 0.4->0.0
    • Max Concussion Ammo 2->1
  • Engineer
    • InfantryMineResist 0.4->0.0
    • Can now carry concussions
    • Max Concussion Ammo 2->1
  • Rifleman
    • InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate
    • Default grenade is now Explosive

    Infantry Weapons

  • NFHMG
    • Max Damage 15->20
    • Min Damage 7->9
  • BEASt
    • Falloff 1500->900 //this was an error I made last time
  • Shotguns
    • Max Damage 36->42 (per pellet)
  • All Pistols
    • Melee Damage 40->70
  • SMG3
    • Now has functioning killicon
    • Melee Damage 40->90
    • "DuckingKick_X_FullSpread_Max" 1->3
    • "DuckingKick_X_FullSpread_Min" 0->1.5
    • "DuckingKick_X_NoSpread_Max" 0.5->2
    • "DuckingKick_X_NoSpread_Min" 0->1.5
    • "DuckingKick_Y_FullSpread_Max" 0.1->3
    • "DuckingKick_Y_NoSpread_Max" 0.05->1
    • "ProneKick_X_NoSpread_Max" 0.5->1
    • "ProneKick_X_NoSpread_Min" 0->0.5
  • Concussion and HE Nade
    • Grenade Timer 2->3
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