Post news RSS Empires 2.30.3 Released

We’re happy to announce version 2.30.3 which is live on Steam right now!

Posted by on

Empires Mod 2.30.3 Released!

We’re happy to announce version 2.30.3 which is live on Steam right now!

Join us on Discord!


Bug fixes

  • Fixed a bug where infantry weapon spread wasn’t decrementing when going to iron-sights.
  • Fixed a bug with squad aura effects not being reapplied properly. (Most noticeable with squad accuracy upgrade as it wasn’t consistently being applied, using cl_dynamiccrosshair it appeared to cause spread to pulse)
  • Fixed an issue where players would appear to be hovering when entering a vehicle while in mid air. (The sitting animation wasn’t being set properly)
  • Fixed an issue with the scout rifle sway being able to be disabled if the player turned off prediction. (Sway speed will be slightly different than before given that it had to be re-implemented using a different method.)
  • Fixed the “Grenade Timer” script variable not being set for vehicle grenades, previously they were hard-coded to a 3 second detonation time.
  • Fixed an issue with “BioResist” script property not being set properly for Bio DoT damage on players. (Bio damage was using the wrong resist type)
  • Fixed some issues with the buildings script file which caused issues with the commander selection box display. (When selecting some engineer build-ables the selection box size was wrong or missing.)
  • Fixed an issue with concussion grenades being able to damage vehicles.

Script/Game Balance

  • Tanks are no longer able to fire if their cannon is penetrating an object. (The exception to this is other vehicles/players)
  • Changed BEHR iron-sight zoom to match the other rifles, previously it had less zoom than the other rifles in the game.
  • Scout rifle sway is now affected by the accuracy upgrade skill. (At first this will be a 25% sway reduction, this might be change based in the future if it needs balancing)
  • Increased explosion force to vehicles slightly as the previous change reduced it too much.
  • Increased APC cost by 50
  • Reduced all turret costs by 25
  • BE Heavy Rifle
    • Reduced recoil for all stances
  • BE Assault Rifle
    • Reduced recoil for all stances
    • Reduced base spread and spread increment, slightly slower spread recovery for all stances
    • Increased maximum damage from 20 to 22
    • Increased minimum damage from 10 to 11
  • BE .44 Pistol
    • Firing cycle time increased from 0.25 to 0.3
  • BE Machine Pistol
    • Increased firing speed
    • Reduced Spread Increment
    • Clip size reduced from 18 to 15
  • NF 50cal
    • Damage reduced from 43 to 40
  • NF Heavy Carbine SMG
    • Melee cycle time reduced from 0.55 to 0.45
  • All SMGs (excluding SMG3)
    • Melee damage reduced from 70 to 50
  • All Armors
    • Increased Seismic Grenade Resist from 0.95 to 1
    • Increased Concussion Grenade Resist from 0 to 1
  • Deflective Armor
    • Increased Biological Damage Multiplier from 0.75 to 1
    • Reduced damage resistances from 0.1 to 0
  • Absorbant Armor
    • Increased Infantry Missile Resistance from 0 to 0.1
    • Increased Plasma Resistance from 0 to 0.1
    • Decreased AP Bullet and Explosive Bullet Resistances from 0.15 to 0.1


Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.