Red Alert: A Path Beyond Update
This is a big one, so if you don't have the patience for the whole changelog or you just want the cliff notes, just look for siren-marked units and bolded sub-entries.
[blurb]Be sure to check out the latest developments for Red Alert: A Path Beyond! Warplanes, consistent AA, reinforcements, a combat score/economy overhaul and more![/blurb]
Gamma's radio commands have been replaced with Nuclear Winter ones, for consistency since not all of the NW ones got replaced before by whoever voiced the new ones. Due to limited voice-splicing capabilities with the old commands, and some unusual placements of newer commands, some commands have actually become different ones as a result:
Ctrl+3 = "Beware enemy mines" (was "Attack the Barracks", which was for some reason separated from the other attack commands.)
Ctrl+4 = "Don't buy Demolition Trucks" (was "Attack the War Factory", which was for some reason separated from the other attack commands.)
Ctrl+9 = "That's real, disarm it" (was "That's a real threat". A true loss to us all, but let's face it, it was basically the new Intelligence Dubious.)
Ctrl+Alt+3 = "Attack the Helipad" (was "Attack the Construction Yard"... a Helipad command exists in the old commands, but not new ones, and I ran out of room for all of the buildings. The helipad is a more pivotal structure than the CY so it deserves a command more I'd say.)
Ctrl+Alt+5 = "Attack the Barracks" (was "Attack the Power Plant"... there's no PP reference in the old commands so we couldn't keep this.)
Ctrl+Alt+6 = "Attack the War Factory" (was "Defend the base"... which is kind of already covered by "Bolster our defenses" and "Building needs repairs")
Unequipped A-Bomb Signal Flares are now visibly carried on a character's waist (though if they have multiple weapons the visibility of this depends on which weapon they have equipped because "back weapons" are weird). Pay attention to these so you know who to shoot!
Damage multiplier to building exteriors up by 50% (0.1 -> 0.15).
Damage multiplier to MCTless buildings up by 7% (0.175 -> 0.1875).
Magazine size up (50 -> 100).
Reload time up (2 -> 4). This means the bigger magazine does not affect their overall DPS - just their alpha and their ability to give suppressing fire.
Accuracy penalties adjusted (1 standing/0.2 crouching/0.2 crabwalking -> 1.25 standing/0.1 crouching/0.25 crabwalking).
Accuracy penalties stabilise faster (1.25 -> 2 units per second).
Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units.
Splash damage up (27.5 -> 30)
Splash radius down (10 -> 9.5). This is a winning trade unless your shot lands more than 6m off target.
Death explosion damage up (50 -> 60)
Death explosion radius down (10 -> 9.5).
Tech Level down to 1.
The "artillery" form of the Grenadier has been cut from the game entirely, and the RPG Trooper has stolen his name on a technicality (he has a Rocket Propelled Grenade launcher, see?) as well as something else I'll mention further down the list. He uses the RPG Trooper's pale brown fatigues by default, but has old Grenadier yellow as an alternate camo.
RPG-7 has an arc again.
RPG-7 range up from 105 to 110m (same as LAW).
Grenadier (aka RPG Trooper) no longer has a limited Makarov sidearm; instead he has limited F1 grenades (only 12), which take on the same role of being a last-ditch self-defense option against infantry:
Now explodes on contact.
Now only hurts infantry.
Accuracy penalties actually work now (3 when jumping/sprinting, 0.25 when idle/jogging, 0 when crouching/crabwalking, stabilises at 3/sec). C4 logic was precluding this before.
Velocity down (60 -> 37.5m/s)
Range down (150 -> 75m)
Splash radius down (10 -> 8m)
Splash armour penetration down (50% -> 37.5%)
Splash damage up (30 -> 40). Combined with the penetration reduction and damage dropoff this is actually a downgrade unless your foes are naked or you get a direct hit.
Projectile size up (0 -> 0.25m)
Screen shake is twice as harsh and long.
Direct damage up from 0 (which was due to C4 not supporting direct damage) to 12.5. This uses the same warhead as the pistols, so this is merely equivalent to one Silenced Beretta shot, but that's not counting the splash damage.
Redeye/Strela are no longer homing. You will HAVE to lead your shots now - but if you can do this then you have a very reliable weapon, unlike the tracking version which just randomly didn't work.
Redeye/Strela damage decreased (Redeye 140 -> 110, Strela 120 -> 80). This means the Redeye needs 1 more hit and the Strela needs 2 more to kill the enemy team's aircraft, but that shouldn't be a problem if tracking has resulted in plenty of misses for you!
Strela reload time down (2.5 -> 2.2), to compensate for its greatly reduced power.
Redeye/Strela velocity up (Redeye 200 -> 500m/s, Strela 160 -> 500m/s)
Redeye/Strela range up (170 -> 175m)
Redeye/Strela damage multiplier to boats up (0.5/0.4 -> 0.625/0.5), to compensate for the base damage reduction. Effectiveness in this area is barely any different to before as a result.
Redeye/Strela accuracy penalties actually work now (2.5 when jumping/sprinting, 0 when idle/jogging/crouching/crabwalking, stabilises at 2/sec). Tracking logic was precluding these before.
Redeye/Strela have a thicker smoke trail to make their presence more obvious.
Now have their sidearms on Deathmatch maps.
Repairs Mammoth-class vehicles 33% slower.
No longer auto-repairs at a faster rate when being a passenger instead of a pilot; with the removal of extra MBT seats this feature got relegated to the Ranger and APC, and was only relevant for the latter to aid in killwhoring.
Medic kit now takes 1 second to equip after switching/sprinting (was 0.5).
TOZ-194 is now shouldered for easier headshotting/firing over cover.
The "quick fire" DOT inflicted by Remington/TOZ dragonsbreath is now slightly weaker (2.5 damage over 2 seconds instead of 5 over 3) but has a 100% chance of being inflicted (was 40% per attack). Good for cancelling medic heals.
Can now steal from Ore Silos on any map (as long as the silo's terminal is not obstructed). However, he can only steal 33% of the Soviets' funds from Ore Silos, as opposed to 50% at the Refinery.
Has a HUD help message explaining how to use him.
Volknades range up (80 -> 100m)
Volknades direct damage up (35 -> 70)
Volknades splash damage up (27.5 -> 30)
Volknades splash radius up (10 -> 11).
Volktillery spread down (3 -> 2.5)
Volktillery now has a harsher explosion effect and screen shake ala Beta; damage is identical though.
Vulnerability to accidental AP mine detonation decreased (was 50% that of regular infantry; now 25%)
Light vehicles (Artillery, V2, MRJ, Supply Truck, Demolition Truck) no longer have an innate 25% Tesla resistance.
Updated purchase terminal logic for "optional" vehicles (MRJ, Soviet Ranger, Allied Chinook, Ore Truck) so there should no longer be any discrepancies in price/techlevel/availability that shouldn't exist. All that's really changed for the layman is that it'll be easier to enable these vehicles when map editing (for when the SDK comes out) and Ore Trucks are no longer available on maps without a Refinery.
All vehicles have had a portion of their points reward converted from damage points to kill points.
Demolition Truck, MAD Tank: 100 kill points
Phase Tank, Tesla Tank, Mobile Artillery, V2 Launcher, Longbow, Hind: 50
Every other vehicle except ST: 25
Supply Truck: 12.5
Some vehicles' total point yield has been reduced:
Longbow, Hind: Down from 150 to 125
Chinook, LST, APC: Down from 100 to 75
Mobile Radar Jammer: Down from 100 to 50
Just like with points, cash rewards for vehicles are partially shifted from damage cash to kill cash.
Cash rewards are split halfway between damage and kill cash (just like with infantry), except for the Demolition Truck/MAD Tank where they are 75% kill cash, 25% damage cash.
Vehicles more expensive than $1200 no longer have a cap on their cash rewards, so they are more lucrative to hunt down.
Suicidal or unarmed vehicles (including the Minelayer) now only provide cash equal to 10% of their price in rewards, instead of 20% - just like how it is for infantry whose only means of self-defense is the Makarov/Beretta.
Naval units that are not near a shoreline/dock/naval structure cannot be "accidentally" ejected (or entered) and all their occupants will instantly die when the unit is destroyed away from these areas. Currently this does not apply to Destroyers/Gunboats as doing this now would break their animations, but it may be expanded to them some time in future if this is resolved.
Health down (400 -> 250).
Armour class upgraded to Mammoth, which affords it slightly more resistance to flame weapons than its former 400-health "Heavy" self had, and making it almost as resistant to small-arms. Doesn't help against real anti-tank weapons though.
Max speed up (13.66 -> 15.46, a ~13.2% increase). This puts it second only to the Ranger in straightaway speed.
Acceleration/deceleration decreased; reaching max speed/stopping takes about twice as long as before. Which still isn't very long, but enough to make it hard to dodge back and forth like an LT.
Spread up (0.25 -> 0.5)
Projectile damage increased (6 -> 7), a 16.67% DPS increase against most targets.
Projectile damage multiplier to mines up (0.75 -> 1).
Projectile damage multiplier to aircraft decreased (1 -> 0.875). This lends it only a ~2% increase in DPS with its higher base damage.
Projectile damage multiplier to buildings decreased (0.2 -> 0.16). This lends it a ~6.7% decrease in DPS despite its higher base damage.
Projectile damage multiplier to mammoth-class vehicles decreased (0.5 -> 0.375). This lends it a 12.5% decrease in DPS in this area.
Maximum/minimum turret tilts adjusted (+45/-22.5 -> +60/-20)
Has a horn.
Minimum turret tilt heightened (0 -> +2.5), effectively increasing its minimum range on flat ground by about 15 metres.
Reload time down (4.875 -> 4.75), a ~2.6% DPS increase.
Price up to 900.
Ascent/descent speed up (10 -> 11.6, a 16% increase)
Range up (175 -> 180m)
Turn rate up (40 -> 75)
Ascent/descent speed up (8.6 -> 10.75, a 25% increase)
Bullet velocity up (250 -> 500m/s), should again help with actually hitting things.
Damage multiplier to Mammoth-class vehicles up (0.125 -> 0.175).
Pierces vehicle armour more (37.5% -> 50%)
Clicks when out of ammo.
Turn rate up (55 -> 90)
Ascent/descent speed up (13.5 -> 16.7, a 24% increase)
Damage to naval units up (75 -> 80)
Damage to Tesla Tanks down (80 -> 70)
Clicks when out of ammo
Fixed bug where Soviet Minelayer stolen by a Spy would be targeted by defenses.
Mobile Radar Jammer
Can no longer be stolen while deployed.
Price up to 1200. (If you're curious as to why, see the Radar Dome section.)
Fixed issue where attempting to drive downhill at max speed would cause you stall out until you fell to LT-ish speed.
Damage multiplier to defenses up by 6.66% (0.1875 -> 0.2)
Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units.
Now has a unique armour class, largely similar to light vehicles but with a few key differences:
Retains the 25% Tesla resistance that light vehicles used to have.
Only takes 75 health damage from AT mines (armour still gets insta-stripped as normal). It might not sound like it makes sense... but bear in mind due to the mine's targeting quirks, larger-profile tanks often have to drive straight over a mine to trigger it, while Rangers trigger them without even being that close to them. So just see it as them being less affected because they don't get directly hit
Repaired 33% faster by Mechanics.
Takes 25% more damage from Hinds.
Shield does not take 25% reduced damage from nukes like other light vehicles do.
Projectile speed up (50 -> 62.5m/s).
No longer has projectile extension so its projectiles will not noclip through targets at point blank range.
Max speed up (12.23 -> 13.48, a ~10% increase). Does not affect Demolition Trucks.
Range up (122.5 -> 125m)
Max speed down (10.11 -> 9.97m/s, a 1.4% decrease)
Spread down (0.5 -> 0.25)
Now immune to Shock Rifles (0.25 -> 0)
Takes 40% less damage from other Tesla Tanks/Tesla Coils (0.375 -> 0.225)
Max speed up (14.86 -> 15.12m/s, a 1.7% increase)
Acceleration/deceleration is now much more rapid, reaching maximum speed or stopping in less than half a second (previously took over 3 seconds).
Rotation is now much less drifty.
Health down (500 -> 450).
Now opens its forward ramp when near a shoreline/dock/naval structure, both indicating that you're inside the "safe zone" mentioned above and that you will disembark from the front (something that wasn't terribly obvious before). The LST's collision box is also lengthened slightly to include this ramp.
Yes, you're seeing that right - the Yak is an actual main game unit and no longer a Lunar joke, thanks to some clever scripting. It's certainly not "proper" fixed-wing physics, it's just a VTOL with restrictions - but it works! Right now it's debuting on Guard Duty only, but it may find itself on a few other maps in future.
In terms of their damage to units, think of them as a flamethrower with a lot more power - good at dealing with light vehicles, armour-broken vehicles and infantry, but can't put much of a dent in heavy vehicles that still have their armour. Also their splash damage ignites infantry, helping light them up for snipers/rangers/other Yaks to finish off if you fail.
Unlike other aircraft, they have infinite ammo with a very long reload time (though since you have to turn around to hit the same target again, this reload time doesn't make much difference) - pick your battles wisely to capitalise on this to stay in play for as long as possible, since you can't take much punishment before dying (which will also kill your infantry) or having to return to the Airfield to repair or sell!
While sitting on the Airfield you can idle, reverse and rotate like a helicopter all you want as long as you don't float too high (keep trying to descend if you're worried about this). Make sure to build up speed on the Airfield before you take off; while you're airborne falling below 30m/s will cause you to take a slow trickle of damage, and below 22.5m/s you're dead.
Only 4 Yaks can be in play at a time.
Since bots are unable to compensate for weapon arcs, MBT cannons, RPGs and Flamethrowers have no arc while under their control. Enfield/Dragunov still do though.
Rocket Soldier/Grenadier bots now have a preferred range of 108m instead of 100, which should allow them to outrange a Pillbox/Flame Tower just like a player can. Captain bots are unchanged as the Captain's range advantage over defenses is very finicky anyway.
Bots will now steal unattended vehicles if the owner suicides or takes too long to show up.
Bots can no longer buy Rangers since they don't exactly use them intelligently.
Optimised unit collision detection on base defenses and Ore Silo, and ensured consistency between all their life/death states (so for example you should no longer get stuck in a SAM Site if you are standing on it when it dies).
Of course, this has been added to the game too. This is where you repair and sell your Yak planes, and where you find them when buying them. Currently only on Guard Duty, but may find its way onto other maps eventually. (However, due to technical reasons, it's unlikely they'll exist on the same map as Soviet Helipads. Basically the airfield IS a "helipad" in the code and some issues arise if you have multiple.)
Projectile damage down (120 -> 105)
Splash damage down (40 -> 30)
Splash radius up (12 -> 15)
Reload time down (3.25 -> 2.75, resulting in a ~3.4% projectile DPS increase with the damage change)
No longer causes radar to go down on Radar Dome maps when destroyed/disabled.
Now causes other main buildings to take 10% more damage when destroyed/disabled. Unlike the playercount scaling defenses, this applies to all forms of damage, and does not increase repair speed.
Now contains terminals that can be used to call in an airlift of a Medium/Heavy Tank or Supply Truck if your War Factory is dead. These vehicles will appear somewhere near your Radar Dome - just look for the red/blue signal flare. However, this purchase method takes 30 seconds to cool down (though the tank and truck have separate cooldowns) and costs twice as many credits compared to a WF purchase, and cannot be used if your radar is offline (i.e. Dome is dead or jammed). These terminals do not exist on Hostile Waters or Seamist. Using a Spy to establish a relay will not re-enable the terminals.
Projectile damage down (105 -> 70)
Splash damage down (25 -> 20)
Reload time down (2.25 -> 1.5). So no DPS change on its projectile here; just harder to dodge.
Re-enabled the new stealth shaders, as their buffer issues that previously resulted in extreme slowdown have been resolved.
New main menu screen (plus a barebones version for the chat history background) by CCHyper and One Winged Angel.
PCT screens, Ore Silo terminal screen, and Radar Dome screens are now fullbright.
The ore chute on the Ore Silo is now tinted slightly blue for the Allies.
TOZ-194 viewmodel moved to a position more in line with other shouldered weapons.
Forklift's steering wheel is pulled backwards to match the hand positions of the driver.
Turret's barrel now has visible recoil when firing.
Turret now has a reload sound (shared with the Gunboat).
Barracks flags have a new texture by Killing_You.
Hind has a new urban camo texture by Killing_You.
"Battle Control Terminated" now has a 3-second delay so as not to overlap with a building destruction announcement if the game ends that way. (Won't stop it from overlapping from a nuclear multi-destruction though.)
Enabled thieves again.
Reduced out-of-bounds trees.
Soviet Ranger is no longer available.
Tweaked pathfinding for Soviet Barracks interior; now bots will be much more likely to path out instead of suiciding.
Adjusted rally points near bases so that AIs will gather attack teams at smarter locations.
Reduced out-of-bounds trees.
Soviets now have an Airfield.
To compensate for Soviet vehicular power being split among two buildings, Allies now have a Radar Dome that can serve as a backup WF.
Both teams' Ore Silos are moved to more secure positions behind the War Factories.
Allies' central Pillbox replaced with a Turret.
Allies now have 2 AA Guns, one behind the Barracks and one on the Refinery hill.
Soviets now have a third Flame Tower, far out by the southern end of their side of the river.
Soviet base now has another backdoor infantry route, going along the riverbank behind the Refinery cliff and leading to the Airfield. However, it is blocked by a concrete wall which the Soviets can jump over from their side. Vehicles cannot use this.
Shrunk some of the tall evergreen trees on the inside of the map to make it easier for Yaks to divebomb safely.
Got rid of the wooden ramp in the Soviet ore field.
Moved Soviet ore zone slightly so AI truck should not reset its animation constantly.
The cliff between the Soviet refinery and the bridge now sharply drops off into the river so infantry/LTs cannot circle around it.
Shallow water is a little less transparent as it looks basically nonexistent from above.
Shore around island now fades properly.
Has been removed from the game entirely until Raap's overhaul is ready.
Power lines no longer have projectile collision.
Fixed floating telephone pole in Allied base.
Removed a couple of props around Soviet base entrance alleys.
Allied north silo has been moved further forward.
Uber Captain machinegun accuracy penalties harshened (jumping/sprinting up 5 -> 10, walking up 0.5 -> 2, crabwalking up 0 -> 1; stabilising rate up 2.5 -> 3)
Uber Technician PortaCoil accuracy penalties harshened (jumping/sprinting up 2 -> 5, walking up 0.25 -> 1.5, crabwalking up 0 -> 0.5, stabilising rate up 1 -> 2)
Uber Captain/Technician health down from 250 to 200.
"RAlistic" Grenadier now correctly gives his monetary kill reward once on death instead of for every hitpoint he loses (which resulted in a total $2500 reward)
Yuri Molotov now has the correct gravity settings.
Removed all non-AA defenses.
Rangers can no longer slide over the Mammoth Tank/barbed wire blockade between the Allied War Factory and their ore field.
Increased fog thickness to 240/360 (was 300/450)
Cannon primary warhead changed from Artillery to Shell (which means DPS to buildings is down 28%)
Cannon primary spread down (0.5 -> 0.25)
Cannon secondary projectile extension up (0.25m -> 1m)
Destroyed cannons take 87.5% longer to repair (now 3x as long as the "living" cannon)
Re-added and expanded on the filler mesh between the castle walls.
All the castle wall meshes are no longer double-sided, since the updated filler mesh does the job of preventing camera clipping instead and with less of a performance footprint.
Water damage is no longer dealt through an outdated netcode-hungry method.
Reduced out-of-bounds trees.
Removed one Allied Turret.
Added a filler mesh in between the tunnels to prevent camera clip abuse.
Snowfall reduced by half.
Fog endpoint now randomly fluctuates between 60-300m (was 60-450m).
Snowfall reduced by half.