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  1. 3.6.1.0 General Changes Hitmarker behavior has been edited so that direct weapon projectiles once again provide instant feedback, and explosion damage provides server-side feedback. Stealthed friendly units and objects now appear on the radar compass when the Radar Dome is disabled or destroyed. The new repair script now has an added "anti-leave-zone-to-remove-repair-debuff" feature. Increased naval repair zone sizes. Made an adjustment that should reduce or eliminate the issue with getting stuck in airplanes right after they land. Vehicles BTR Adjusted so that it is more vulnerable to rockets and shells, but slightly more resistant to small arms and C4 explosives. Skin and shield changed from Light to new BTR type. Health and shield values decreased. 250 -> 200 M.A.D. Tank No longer receives damage from other M.A.D. Tank sonic detonations (this change does not apply to Angry Tanks on Lunar). Mammoth Tank Secondary missile velocity increased. 75 -> 100 Secondary missile turn rate increased. 225 -> 275 Missile Sub The AA missile secondary fire can only lock on to aircraft. Hind Cannon can tilt its firing angle 22.5 degrees higher. Yak Adjusted handling to feel more lightweight. MiG Missile damage effectiveness has increased against aircraft. Two salvos (one full payload) can destroy a Longbow that's at full health, but only just barely. 0.5 -> 0.75 Levels Improved bot behavior around doors. Moved the trees and a rock on the bottom of the cliff outside the Soviet Refinery slightly away from that cliff, so vehicles going down that hill won't get stuck. Blocked off a vehicle stuck position between one of the Flame Towers and a rock. Fixed a couple floating objects. The lightpost at the Allied Service Depot emits light properly. Fixed some texture blending issues near the Soviet base. Filled in some missing polygons in the west Allied infantry tunnel. Unfloated a tree near the west Allied infantry tunnel. Removed an out-of-place pipe prop behind the Soviet Barracks. Submarines no longer get stuck on the lighthouse beach. Replaced Allied Service Depot with a large rock. Changed the pine needle texture to grass in a few spots where there used to be trees. Broken Tire Ragtop Skin and shield changed from Light to new BTR type. Health value decreased. 600 -> 500 Shield value increased. 250 -> 500 Railgun range increased. 66 -> 75 Cost increased. 1200 -> 1500 Fixed Spy character string. Fixed one of the Hind landing points that made them stick in place. Converted the Service Depots into destroyed versions. Added a destroyed Pillbox and Flame Tower at the base entrances. Rotated the now-destroyed Allied Service Depot 90 degrees, resulting in less smoke from it appearing in the Allied Barracks basement. The oil pumps in the bases no longer start teamed. This fixes a bug that was introduced when the objective markers were added. Fixed some texture blending seams with the snowy grass. Fixed a hole in a rock that's in front of the Soviet base. Fixed a vehicle stuck spot at the base of a cliff northwest of the Soviet base. Grounded a small patch of floating grass next to the gem field outside the Soviet base. Fixed a stuck spot on a rock northeast of the Allied base. Also sank the rock a bit so that it doesn't have gaps at the base. The section of land leading to the north side of the Soviet base has been cut out, removing this area as an Allied attack route option. Removed the cave behind the Soviet Construction Yard. Grounded some floating trees near the lighthouse. Fixed a stretched texture going up the ridge to the lighthouse. BTR's can be purchased. Updated Chrono Tank teleportation spots. No longer can the Chrono Tank go onto the hill behind the vehicle barricades, no longer can it attempt to teleport onto the Allied Ore Silo, and other spots were filled out such that it has fewer restrictions in clear ground areas. Vehicles can no longer drive up to the Volcano peak. Updated the overhead map. Blocked vehicle access to a sliver of the Soviet ridge. This removes an exploit position for V-2 Launchers.
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  2. Welcome to the 20th edition of W3D Weekly! We've got a fair amount to talk about today, so let's get into it! Events The Red Revolution celebrations are kicking off this month, with a whopping 20 continuous days of Red Alert content planned out, starting from the 10th of November. The aim of this event is to celebrate the combined birthdays of game in the Red Alert franchise with a number of streams planned across the whole event, with each day celebrating a different community project. Red Alert: A Path Beyond is getting in on the action, with a game night planned out for the 14th of November! We've also got a red Alert 2: Apocalypse Rising stream coming up on the 24th where we'll be showing off the latest build and getting stuck in to some games. We'll be taking questions during the stream, so fee free to check it out! Red Alert: A Path BeyondA new APB patch, 3.6.1.0, has been released. Check the changelog for details! This week, @ ChopBam would like to show one of the changes in the changelog. A couple small terrain adjustments have been made to RA_ToTheCore that should assist the Soviets with defending their base. The narrow cave that led from the cliff to the south of the Soviet base to an opening in the rock wall east of the Construction Yard has been removed entirely. Additionally, as can be seen in the overhead screenshot below, the base entrance access on their north side has been reduced dramatically, as the cliff shore has been brought all the way up to the base. * To avoid some confusion, here is a note that up is West rather than North for overhead maps. Join us on November the 14th for some games, but also look out for some games in Discord in the meantime! In other APB-related news @ Pyryle has been updating his Classic Colours mod to the latest version of APB. Here's a screenshot of the new BTR colours: For all of the latest info on this project head here: Apocalypse Rising @ moonsense715 has been working on getting a civilian power plant model ready for one of our new maps. This was adapted from an older model that we had and updated to be a lot nicer to traverse for infantry combat. Here's a render of the building: Let us know what you think in the comments below! Cold War Confrontation@ CMDBob reports that work on one of the maps has begun. It's an alpine canyon with a river running through it. It's in the early, rough stages of development, but here's a little teaser: It's cold out there... That's it for this week!Come back next time for some more W3D content! [blurb]The 20th edition of W3D Weekly is now out! Lets' take a look at what's happening this week![/blurb]
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