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Empires 2.52.4 Released

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