A detailed explanation of these changes can be found here: http://forums.empiresmod.com/showpost.php?p=491113&postcount=2
Changelog:
- Players can now set their class while dead if they don't have one set already
- Players will now rejoin their previous team if they crash during a match (WIP)
Fixed
- Fixed issues with armors being immune to most weapons and recent stability issues.
- Fixed tickets being off by one
- Fixed teamsound entity caching
- Fixed an issue with particles not fading from buildings
- Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51.
Script Changes
Vehicle Weapons
- HE MG
- Damage 12 -> 14
- Explosuion Radius 120 -> 200
- Explosion Force 50 -> 100
- Guided Salvo ML
- Missile Range 4000 -> 5000
- Turning Ability 1.8 -> 6.0
Vehicle Armor
- Composite Armor
- Regeneration 0.01 -> 0.0125
Infantry Classes
- Rifleman
- Added Shotgun with 50% more starting ammo.
- Engineer
- Removed Shotgun
- Added Pistol2/Shotty Pistol
- Scout
- Added Pistol2/Shotty Pistol
- All Classes
- Switched Pistol1 and Pistol2
Infantry Weapons
- BE AR
- CycleTime 0.03 -> 0.06
- BurstCycleTime 0.31 -> 0.22
- Crouching & prone spread decreased.
- NF HR
- Bullets 15 -> 10
- Spread edited to maintain pellet density at reduced pellet count.
- Crouching & prone spread decreased.
- SMG2
- clip_size 35 -> 30
- Falloff base 0.9 -> 0.8
- Minimal Damage 15 -> 5
- Changed ammo counts to match SMG1.
- Spread is much tighter for the first five shots.
- Shotgun
- Falloffbase 0.65 -> 0.60
- Jumping spread increased.
Misc
- Script Comments were edited in vehicle_engines.txt