this post was submitted on 03 Dec 2025
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Indiefields: Battlefield-Like EA-Dislike

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A community for indie games in the vein of battlefield. Large maps with dispersed objectives that you can utilize vehicles with teammates to gain the upperhand in combined arms battles. Gameplay does NOT have to be exclusively modes with vehicles, it only matters that the game has a mode with vehicles that is a primary part of the game.

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Empires is a really fun, quite old source mod where a commander on each team plays a sort of RTS and the rest of each team pilots all the vehicles and captures objectives. The graphics are outdated sure, but it is quite fun and development is fairly mature on the game.

Changelog:
Features

    Major overhaul to the visibility system that drives the networked information used by the mini-map (and in-game visibility of entities).
        For more information see the detailed write-up here. https://www.empiresmod.com/posts/visibility-system-overhaul/
    Updated the resource income display on the HUD and mini-map:
        Resource delta and income values now show up to two decimal places when appropriate (e.g. a refinery output of 1.75 will now display as-is, instead of rounding to 1.8).
        Decimal places are hidden entirely if the value is a whole number.
        Slightly increased the width of the top-right HUD panel to accommodate the extra digits.
        Resource delta now uses a moving average of changes over the last 1 second, instead of displaying changes instantly and clearing them after 1 second. This change was made in response to player feedback that the numbers were updating too frequently and were distracting.

Bugfixes

    Fixed a server crash relating to the command vehicle being unexpectedly removed.
    Fixed a server crash relating to maps that spawn buildings without an initial team being set.
    Fixed a bug with capture points awarding victory to the incorrect team.
    Fixed a problem with ablative armor’s HUD icon. The VTF texture file became corrupt due to an issue in the build pipeline that publishes the game.
    Fixed a bug where the Biological Machine Gun’s damage-over-time effect was being unintentionally reduced by armor angle modifiers.

Script/Game Balance
Infantry Weapons

    SMG3 (NF Heavy Carbine)
        Damage reduced from 32 to 30
        Minimal Damage reduced from 18 to 14
        FalloffEnd reduced from 10000 to 5000
        Clip Size increased from 12 to 14
        Reduced overall accuracy

Vehicle Armors

    Adjusted the angle modifier range from 0–45° to 0–60°. Damage now decreases more gradually, reaching the full reduction only at impact angles greater than 60°. The modifier is used by all armor types, most notably Deflective armor.
    Regenerative
        Increased Regeneration from 3/s to 4/s
    Absorbant
        Increased Speed to Damage Reduction from -0.00007 to -0.0001
    Capacitive
        Reduced Damage to Heat from 0.05 to 0.02
        Reduced Speed to Damage Modifier from 0.000035 to 0 Ablative
        Increased Damage to Heat from 0 to 0.01
            This is something all armors have, it was forgotten until now
    Deflective
        Reduced Angle Modifier Damage Reduction from 1 to 0.8

Vehicle Engines

    Engine heat from driving input is now only applied if handbrake is off and the vehicle is moving.
        This has been changed to combat Fission engine cooling being applied while stationary. (Handbrake or driving against walls etc.)
    Fission
        Reduced Heat at Max from -4 to -3
    Bio Diesel
        Increased Cooling by 0.25
    3 Phase
        Reduced Heat Output at Max from 4 to 3

Vehicle Weapons

    Nuclear Warhead
        Increased Weight from 150 to 180
        Increased Heat from 75 to 100
    Railgun
        Added armor penetration. 20% of damage will ignore armor. (Calculated after damage multipliers and armor resistances.)
    Salvo Homing Missiles
        Heat from 5 to 4

Other changes

    Explosions that apply heat or biological damage-over-time now reduce effects based on distance to the explosion (falloff).
    Reduced the rate at which the repair station repairs the armor and hull of command vehicles.
        Reduced Repair Station Repair (Hull) from 75 to 5
        Reduced Repair Station Repair (Armor) from 0.25 to 0.02
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