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Empires 2.52.8 Released

Fixed

  • Fixed BEHR ammo amounts to match what they have always been.
  • Fixed Shotgun descriptions to match Spike's old suggestion.
  • Fixed "Advanced Semiconductor Research" clipping while researching.
  • Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).

Changed

  • Regenerating armors regenerate even with zero armor.
  • Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
  • Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
  • The health bar for repairing tank armor now increases more gradually

Script Changes

Vehicle Weapons

  • Standard Cannon
    • Speed 3000 -> 3300

  • Imp. Std Cannon

    • Speed 3300 -> 3600

  • ER Cannon

    • Speed 3300 -> 3600

  • Rail Gun

    • Damage 50 -> 60
    • Speed 3600 -> 3900
    • Cycle Time 0.8 -> 1

  • SGML
    • Explosive Sprite 14 -> 19

  • HML
    • Clip Size 4 -> 8
    • Total Ammo Clips 9 -> 6

  • SHML
    • Total Ammo Clips 6 -> 9
    • Reload Time 4 -> 8.6
    • Projectile Spread 1.5 -> 4.5

  • DML
    • Speed 2400 -> 1800

  • TML

    • Speed 2400 -> 1800

Vehicle Armor

  • Composite Armor
    • Speed to Damage -0.000035 -> -0.00005
    • Damage to Heat -0.025 -> -0.05

  • Regenerative

    • Regeneration 0.2 -> 0.15

  • Absorbant

    • Speed to Damage -0.0002 -> -0.0001
    • APBulletResist 0 -> 0.5

  • Budget Armor

    • Weight 10 -> 8
    • Cost 5 -> 4

  • Brittle Armor Added

    • Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."
    • Weight -> 15
    • Cost -> 15
    • Research -> "Biology/Lab-Grown Technologies/Brittle Armor"
    • Health -> 80
    • Speed to Damage -> 0.0001
    • KineticResist -> -0.2
    • APBulletResist -> -0.5

  • Capacitive Armor Added

    • Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."
    • Weight -> 15
    • Cost -> 15
    • Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"
    • Health -> 100
    • Regeneration -> -0.01

Vehicle Research

  • Capacitive Armor Added
    • Parent -> "Advanced Magnet Research"
    • Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."
    • Time -> 60

  • Lab-Grown Technologies Added

    • Parent -> "Biology"
    • Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."
    • Time -> 60

  • Brittle Armor Added

    • Parent -> "Lab-Grown Technologies"
    • Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."
    • Time -> 60

Infantry Weapons

  • Pistol1
    • SemiAutomatic 1 -> 0
    • Clip Size 12 -> 18
    • Starting Ammo 24 -> 36
    • Max Ammo 36 -> 72

  • Machine Pistol

    • DuckingSpreadDecrement 0.04 -> 0.025

  • Shotty Pistol

    • Cycle Time 0.5 -> 0.18
    • SemiAutomatic 1 -> 0
    • ProneSpreadModifier 0.03 -> 0.06
    • Spread Increments -> 0

  • Shotgun

    • Max Damage 25 -> 20
    • Min Damage 15 -> 9
    • ProneSpreadModifier 0.03 -> 0.06