Download the W3D Hub Launcher to get your hands on the latest update for Red Alert: A Path Beyond!
Here are the changes coming with version 220.127.116.11
Increased font size for player list.
Light dazzles blinding you at very specific angles is (hopefully) fixed.
Fixed a crash when a person being followed by a spectator dies.
Reduced the performance impact of the "opaque" gap bubble (for when you're looking at a GG/MGG that doesn't belong to your team).
Added a few more kill/death taunts.
Bots no longer have cheaty no-gravity versions of weapons, as they can now compensate for gravity.
Tanya bots will now place C4 on building MCTs if they make it inside.
Bots now use translated names instead of preset names when referencing units (for example, they will say they purchased a "Light Tank" instead of "Allied_Light")
Bots will now respect the vehicle lock system; if you lock your vehicle (!lock or !bl) friendly bots will not steal it.
Vehicle bots with limited turret traverse (Heavy Tank, Tesla Tank) turn towards their target more efficiently.
Vehicle bots do not shoot targets that they cannot aim at due to limited turret tilt.
Defensive bots will no longer buy vehicles and stay stuck in the base forever.
Bots shooting MCTs will no longer think they are stuck.
Bots with an excess of money now favour the most expensive options available to them.
Engineering bots will now attempt to repair auxiliary buildings (such as defenses and silos).
Sneaking now only works when stationary; you will cancel sneaking and appear on radar when crouch-walking or jumping. However, sneaking now takes 1 second to activate instead of 3.
Fixed first-person hand animations resetting when switching between third/first-person.
Damage radius down (100 -> 75m).
Disarm points down (750 -> 500).
Fixed missing "explosive charge placed" EVA voice.
Engineer Shovel now only has 5 "shots". Like most other limited-ammo weapons, you can replenish it with a Supply Truck.
Engineer Shovel now clears AP mines within 12m and AT mines within 8m (was 10m for both).
C4 now has ever so slightly less hitpoints so Repair Tools will disarm it 1 second faster.
Engineer C4 is now worth 100 points when disarmed and Tanya C4 200 points (was 50 for both).
Fixed an issue with Golden Wrench idle animation in widescreen.
M16 and AK-47 have returned to having their old alternate fires (M16 having the "instant" trishot which is more consistent at its job, and the AK-47 having the spray with improved ROF but worse accuracy and no extra DPS on hard targets).
Rifle/Technician/Sniper Spies can now be crushed by vehicles. Shock spies are still uncrushable, though they retain their slower rate of movement.
Volkov has been largely reverted to his old self, but with some other experimental stuff.
AT cannon primary has the same stats that it had before the big Volkov overhaul (1 shot per 0.75 seconds, 70 damage, 90m range) except that it has the new Volkov's nerf of using the Light Tank warhead, causing it to deal reduced damage to the shields of heavier vehicles.
Volktillery still does not exist; the scope from new Volkov remains, and while it is useless for sniping since the AT doesn't have sniping range anymore, its zoom strength has been increased from 3x to 20x making it useful for scouting.
AP cannon primary has the same stats that it had before the big Volkov overhaul (1 shot per 1.5 seconds, each shot is a 10-pellet shotgun totalling 50 damage) except that its range is only 40m instead of 60m.
The napalm grenade secondary for the AP cannon has returned, based more on the 1.2 iteration (uses 6 ammo per shot, splash damage is roughly equivalent to 1.5 pre-LPO50 flamethrower fireballs). They won't fall through microscopic gaps in building meshes anymore, but they're also easier to track as they have a smoke trail (and the greater presence of interior props means they're still likely to bounce into a spot where most of their damage gets muffled anyway).
Volkov's weapons no longer have any accuracy penalty from jumping.
Volkov now jogs at 8m/s (one stage faster than tanya, thieves, etc) but cannot sprint. This gives him better mobility during combat or reloading but makes him worse at getting around in danger-free situations.
Fixed him being referred to as an RPG Trooper in the quick help popup.
Vehicles' "crush speed" (how fast they need to be moving to crush infantry) has been globally reduced and standardized based on the units' armour class. All naval units, the Forklift, and all ground vehicles with "mammoth armour" except the APC crush at 2m/s (was 2-4 depending on vehicle), everything else that isn't the Ranger crushes at 5m/s (was 6-9 depending on vehicle), and the Ranger crushes at 10m/s (was 12).
All vehicle-mounted homing missiles (Chrono Tank, Destroyer, Longbow, Mammoth Tank tusks, Missile Sub AA, Phase Tank) now have "lockon decay" like the MiG (if you stop aiming at a unit, you'll still lock onto them if you fire within a certain time window) - though for these the window is only 0.05 seconds instead of 1 second.
Damage to main buildings reduced by 20%.
Price down (2400 -> 2000).
Fixed targeting range (and by extension, tracking range) of Mammoth Tusks unintentionally being lower than that of the cannons. (The actual projectile range was always fine, but the script update that made primary/secondary fire modes update targeting ranges based on the positions of your different weapons instead of just using primary targeting range for everything broke things, because the Tusk launchers are about 8 metres behind the cannons...)
Readded the blinking red antenna lights that were lost in the model update.
AI controlled variant's wheels now visually turn when steering.
Damage type downgraded from Rocket to Shell. (Same damage type as Light Tank; -10% damage to buildings, -20% damage to heavy vehicle shields, -40% damage to mammoth vehicle shields)
Damage to main buildings reduced by 25%.
Damage to auxiliary buildings/defenses reduced by 16%.
Resistance to Hind damage reduced (50% -> 25%) making it worse than other light vehicles.
Resistance to Tesla damage removed (25% -> 0%) putting it on par with other light vehicles.
Maximum speed down (19 -> 18m/s).
Updated help string to point out its radar jamming ability.
Anti-infantry splash damage increased (15 -> 20).
Health up (200 -> 250).
Fixed model sometimes disappearing when aiming it skyward.
Added smokestack and propeller bubble emitters.
Destroyer/Cruiser radar dishes are now animated.
Destroyer's missile pods are now open.
Cruiser range reduced from 240m to 225m (equal to V2/Arty)
Depth charges are now launched at a -15 degree angle to the height you're aiming, making them more capable of hitting deeply submerged subs but less capable of being used as "artillery".
Halved rotation speed.
Maximum speed down (24.1 -> 22.5m/s).
MiG physics reworked to be basically the same as the Yak but with higher speed, since it's probably the physics that are causing the horrendous lag.
Both planes have their maximum reverse thrust raised from 5% of the max thrust to 20% to improve runway repositioning.
Planes can no longer reverse throttle in midair, making the speed loss from exceeding the flight ceiling or "air braking" slightly less severe.
Yak maximum speed down (40 -> 38.5m/s).
Yak splash damage increased (22.5 -> 25).
MiG maximum speed down (50 -> 47m/s).
MiG damage to buildings increased by 25%.
MiG damage to heavy vehicles increased (135 -> 150).
MiG damage to mammoth vehicles increased (135 -> 165).
MiG damage to boats increased (105 -> 120).
MiG damage to cruisers increased (135 -> 150).
Improved the texture for the "RA1 interior" brown metal tiles and the chainlink fence.
Fixed model disappearing when killed sometimes.
Gap Generator/Tesla Coil
Made projectile collision on the upper parts more generous (you can hit in between the coil's rings and between the gap's fork).
Fixed missing thief zone (only affects Wasteland).
Added an extra collision mesh coating and ever so slightly hovering over the external ramps and the wall supporting them. HOPEFULLY this will do something about the problem with people getting stuck on those ramps.
Added chainlink fence over the basement ramp in the position where bots looooove to fail at pathfinding.
Added some extra collision around the MCT stairway, to stop bots from getting stuck trying to leave the building and players from getting stuck on top of the crate on the lower floor.
War Factory/Power Plant
Made chainlink fences look slightly less awful (basing them on the Naval Yard ones).
Made Soviet Barracks hill blockers more aggressive.
Purchased Allied helicopters will no longer attempt to land on the Refill Pad.
When a naval factory dies, the opposite team's one will become indestructible before the game ends, ensuring that the winning team actually wins.
Keep Off the Grass
Removed the Soviet ore shaft <-> Radar Dome underground entrance.
Cliff overlooking Soviet Construction Yard is now completely inaccessible to vehicles instead of only being inaccessible on one side.
Reduced amount of trees and big rocks in the play area, mostly around the two "direct" routes.
Fixed a pathfinding issue that was causing the Soviet OT to waste about 10 seconds per trip staring at the Construction Yard.
Changed some of the texture-blend masking rocks out for bushes that don't block vehicle movement.
Fixed terrain seam in beach near Soviet base.
You can no longer climb up the sides of the oil wells.
Reduced amount of big rocks, mostly around the pumpjacks.
Added vehicle blockers behind the Allied AA shack.
Removed Allied turrets.
Removed the walls that were near both teams' landing pads.
Added an extra wall near the Soviet CY to restrict phase tank movement.
Added no-flare zones on the rocks at the shore near Soviet CY and on a lightpost that I missed previously.
Cannonball props in the castle are now using the same texture as the cannonball projectile.
To the Core
Replaced the texture-blend masking tree stump near the Soviet Tesla Coil with a bush that doesn't block tank movement.
Added more traversible "ground" to the southeast beach (in the shallow water).
Reshaped part of the cliff near the Refinery-Airfield SAM site so infantry (i.e. engineers/tanyas) can't jump up onto it.
Reduced amount of trees in the play area, mostly around the area between the two ore fields.
Reduced amount of trees in the play area, mostly around the Soviet PP/Allied WF routes.
[blurb]Red Alert: A Path Beyond has been updated to version 18.104.22.168 on the launcher! Along with some fundamental changes to Sneaking, Volkov and Mine Defusal, there are a myriad of other changes which you can read about right here![/blurb]