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Found 13 results

  1. Hello everyone! We’re happy to announce that we’re pushing out patch 1.6 today. We’re sorry for the late notice, but this should hopefully make the event a little better compared to what’s currently in 1.5. Below you’ll find the changes that we’ve made, and should be available on the launcher soon! GENERAL -TSR 2.0 Menu and Intro Movie backported from 2.0 -Rocket warhead effectiveness VS flying vehicles increased to 1 (was 0.8) -"Unit Ready" announcement no longer plays twice Infantry -Veterancy purged from all infantry units, effectively removing it from the game -Third person camera adjusted to be smoother -Minor lighting adjustments -Cyborgs and Enforcers can now drive vehicles -Umagon anti-vehicle C4 and Toxin Trooper Toxin Grenades removed -Umagon and Toxin Trooper projectile gravity increased to 0.5 (from 0) GDI -Disc Thrower secondary fire removed -Disc Thrower Gravity changed to 0.5 (from 2.250) -Disc Thrower Projectile velocity increased to 60 (was 40) -Disc Thrower range reduced to 100 (was 180) -Riot Trooper moved up on the purchase list -Riot Trooper Price reduced to 400 (from 700) -Shotgun Slug ammo cost reduced to 1 (from 2) -EMP mines removed from Riot Trooper -Umagon rifle is no longer burst fire -Umagon damage up to 33 (from 11) -Umagon magazine size set to 8 (from 18) -JumpJet armor reduced to 0 (from 40) NOD -Elite Cadre Grenade Launcher now has unlimited ammo -Cyborgs now have their arm cannon by default -Toxin Trooper damage up to 30 (from 10) -Toxin Soldier magazine size set to 10 (from 30) -Confessor Rifle damage boosted to 18 (from 14) -Cyborg Commando speed increased to 6 (from 5.5) -Cyborg Commando now has a flamethrower secondary fire Vehicles GDI -Wolverine Targeting Range increased to 85 (was 75) -Wolverine MaxEngineTorque increased to 5000 (was 4750) -Hover MRLS secondary fire removed -Disruptor Health/Armor increased to 500/500 (was 450/450) -Disruptor now uses Heavy armor (was Medium) -Juggernaut Splash Radius increased to 15 (was 12.5) -ORCA Fighter range increased to 120 (was 90) -ORCA Bomber Splash Radius increased to 30 (was 15) -ORCA Bomber Splash Damage increased to 130 (was 120) -Carryall texture updated NOD -Attack Cycle model & physics updated to handle far better, making for a smoother experience -Tick Tank now uses the same emitter when deployed and undeployed -MRV now has a repair beam -MRV range increased to 12 (was 6) -Cyborg Reaper damage increased to 40 (was 35) -Cyborg Reaper web removed -Harpy damage down to 6 (was 8 ) Buildings -Vulcan Cannon damage reduced to 6 (from 8 ) -RPG Turret damage reduced to 70 (from 80) -RPG Turret now uses Rocket warhead, making it more effective against vehicles, but less effective against infantry Levels General Ion Storms have been removed from most levels. TS_Crossroads - Finally added the missing Gas Station and Local Store to the middle - New Outposts have been added near each Faction's base in the middle - Civilian buildings have been added near the GDI base - The crashed Banshee has been moved closer to the shore and a small car park is now in it's place - Some texture updates - Fixed an area where you could go out of bounds - GDI Base defenses no longer float TS_Drought - Added a Civilian living area to the GDI side - Added a small industrial area to the Nod side - Various objects have been placed over the map for better infantry combat cover - Other small changes and additions TS_GrandCanyon - The Tiberium Sludge is no longer broken TS_Isles - New back amphibious routes to the Nod base TS_Shallows - GDI base defenses no longer float TS_Snow - New vehicles have been added leading into the side of each base - New vehicle routes have been added along with tunnels leading into each base - Some missing objects have been re-added - Mutants and the Mammoth Tank have been removed from the middle area - Crates will no longer float
  2. [thumb]thumb_apb.h.png[/thumb] Red Alert: A Path Beyond Update GENERAL Reverted some netcode changes that may have been responsible for all the recent crashes. Please let us know if they keep happening! Reenabled hitbeeps, and they no longer trigger on damage-over-time effects. INFANTRY Clearing Charge explosion no longer deals distance-based damage and no longer gets blocked by terrain - any mines in their 10m blast radius are dead, no questions asked. They are also more effective at clearing multiple hedgehogs as a result. VEHICLES Added zoom cameras for Tesla Tank and Phase Tank. Tesla Tanks now reveal Phase Tanks on radar within 75m (which is the max distance of the radar anyway). Like with the Engineer's mine detector, other Soviets can see the Phase's radar marker. AI Tesla Tanks also emulate this by being the only bot unit that can detect stealth. Demolition Truck explosion damage to infantry down from 160 to 105. Supply Trucks/LSTs now only take 5 seconds to refill occupants' ammo. AT Mine damage reduced from 356.25/475 (Ore Trucks/everything else) to 250/150/200 (Light vehicles/Ore Trucks/everything else). However, they now instantly deplete all armour of the affected vehicles, so the damage of the first mine you trigger is a lot higher than that if you're using a big tank - best to never get hit by a mine at all, especially if there are enemies nearby! AESTHETICS New Hind sounds by @OWA. Aircraft rotors should now spin down at a rate appropriate for their sound. Blood effects for rocket/shell direct hits on infantry are a little easier to notice. MAPS RA_CamosCanyon_Bots Bots are now using an experimental version of Moonsense's AI that attempts to mimic player behaviour more. Here's how they've changed They have names now! They get money from dumps/silos, and will use it to actually purchase units instead of spawning as those units for free. Sometimes they attempt to attack in groups, and won't all charge down the same attack route. They can attack buildings now. This was doable before but wasn't worth the effort of implementing before since with the old AI they rarely got close to those buildings anyway - now they do! RA_Siege Added VIS. Changed saturation of objective messages to be more readable. RA_StormyValley Partisans are now using the updated AI that was introduced to every other bot in 3.0.8.0. This isn't all though. There will be more coming on April 1st. But I won't say any more than that... [blurb]Some changes are reverted, and some added aesthetics. More to come on April 1st, but we can't say any more on that...[/blurb]
  3. [blurb]Read about the big changes being made to Phase Tanks, Walls and more in this A Path Beyond update from Pushwall![/blurb] [thumb]thumb_apb.0.png[/thumb] Red Alert: A Path Beyond Update INFANTRY MP5-N rate of fire up from 12.5 to 13.33, reload time down from 2.1 to 2. (Overall ~6% DPS boost.) Volkov reload time up from 7.5 to 8. (Overall ~3 to 8% DPS drop depending on fire mode.) Volkov's cannon now visibly tilts when reloading again, to make reload duration more obvious and prevent people accidentally canceling it with a switch/sprint. LAW reload time down from 2.5 to 2.2. LAW range up from 105 to 110. RPG-7/LAW damage down from 90 to 80. (With the reload adjustment, this means the LAW's DPS is up by a negligible ~1%, but the RPG's is down by ~11%. Grenadier is now a better building wrecker as a result.) RPG-7 is no longer affected by gravity. Ghost Spectator is no longer crushable. VEHICLES Minelayer max speed up from 13.7 to 14.5. Minelayer health up from 200 to 250. Swapped tech level of MAD Tank and Mammoth Tank. (This really only matters for Bonsai right now.) MAD Tank damage now has 50% armour piercing against vehicles, like Tesla damage does. Primarily this means that mech-vehicles caught in the shockwave will take longer to repair. Mammoth Tank range down from 120 to 115. APC damage to aircraft up by ~14% (0.875 -> 1) Artillery/V2 damage to buildings up by ~4% (0.24 -> 0.25) Phase Tank is now radar invisible while stealthed. Hind range up from 100 to 105. Longbow range up from 95 to 100. Longbows now fire in quick bursts of 2 with a long reload. (Ammo capacity changed from 1/7 to 2/6, ROF up from 0.75/sec to 4/sec, reload time up from 0 to 2.75.) This means they take slightly longer to use up all their ammo (10 seconds instead of 9.33) but get two rockets off right away, have an easier time attacking while using cover between shots, and re-arm at Helipads/Refill Pads twice as fast (since they refill 1 magazine at a time). Longbow rockets turn 50% faster, making them hopefully more likely to track towards the intended spot. Longbow rockets are slightly stronger against certain targets: Damage to Mammoth vehicles up from 90 to 100 Damage to Ore Trucks up from 75 to 100 Damage to Submerged Subs up from 5 to 10 Damage to blockades/bridges (e.g. Concrete Walls) up from 20 to 25 BUILDINGS Flame Tower reload time up from 3 to 3.25. Tesla Coil reload time up from 2 to 2.25. Turret reload time down from 2.5 to 2.25. Concrete Walls no longer have 10x the intended amount of health. MAPS RA_AS_Seamist: Tech level message at the start now says 3 for Allies, 5 for Soviets. (MADs/Kovs are still absent as usual though.) RA_CamosCanyon_Bots: Fixed an Allied basic infantry bot who was spawning above the pathfind blocker and falling to his death. RA_RiverRaid: The vehicle route going behind each team's WF is now permanently blocked, though you can still shoot over the blockade to hit the WF. (Basically the short stint of walls accidentally being indestructible made me realise that not having 3 vehicle routes was actually somewhat beneficial to this map with no defenses. 1 was too little though.)
  4. Now free of rubberbanding, dotted tracers, black water and MBT carpooling! Red Alert: A Path Beyond Update There's one day left until the first year anniversary of Delta's initial release, but I was never the type to intentionally delay important things just to have them happen on a date that sounds better. Plus it's not exactly a "megapatch" worthy of that anyway. Since the recent rubberbanding troubles have been so troubling, I wanted to get this patch out as soon as the fix was made. Enjoy! Changelist GENERAL NetUpdateRate is now set correctly, this should annihilate your rubberbanding problems! Being scoped in when the map ends no longer causes you to stay scoped on the next map. Added engine.cfg override for monitor refresh rate. Added armour bar to HUD target box for any unit that has armour. This should reduce the confusion about inconsistencies in weapon damage. INFANTRY Infantry armour is now more effective against "weak" explosive splash damage, reducing health damage by 62.5% instead of 50%, and the armour itself is completely immune to this damage. Effectiveness of "strong" explosives (artillery, V2, C4 and hand grenades) is unchanged. VEHICLES Light Tank, Medium Tank, Heavy Tank, Mammoth Tank can no longer carry passengers. BUILDINGS Purchase terminal zones now have physical collision, so it is no longer possible to get so close to them that you are unable to use them. Fixed shape of Construction Yard roof VIS sector, should prevent some oddities when camera is over the "arch". Construction Yard second floor has grates beneath the PCTs, so even if the PT zones fail, you should not fall through them when buying stuff. Added blocker behind MCV in non-tunnel version of Construction Yard basement, so it is no longer possible to get stuck behind it. Sub Pen now has mesh fences on the ends of the piers, making it harder for Allied infantry to disembark directly into the pen (but still possible) and harder to fall into the water while trying to defend against navy as an RPG/Volkov. Naval Yard now uses the same mesh fencing as the Sub Pen. Collision plane on Allied Barracks basement stairway now properly connects to the lower floor; this means that infantry descending the stairs will no longer "fall" and get accuracy penalties as a result. AESTHETICS Added Kaskins' Imperial Age bullet tracers with his permission, to replace the outdated and broken emitter-based tracers. Weather particles no longer fall through water; this also allows us to add weather back to naval maps that previously had it at some point. MAPS RA_HostileWaters: Added light snowfall. Fixed water brightness. Water now fades at shorelines. RA_Siege: Fixed water brightness. EVA now reminds you about the cannon side objective every so often. Cannons now repair at half the previous rate and take 25% more damage from Hinds. Cannons now use the same radar marker as base defenses. Added collision planes to the landing pads, so ground vehicles should not get stuck on them and infantry walking onto them should not "fall". Fixed a bad texture blend on the hills behind Soviet base. RA_Under: Added snowfall. Parts of the Soviet Radar Dome are no longer untargetable.
  5. Red Alert: A Path Beyond Update Another patch has been released! Get more information and the changelist in the full update on the forums, and stay tuned for more news soon! Changelist GENERAL Fixed radio command spam. Tesla weapons have been nerfed a bit against infantry, having their direct damage removed entirely but having the damage-over-time effect buffed. Since only direct damage gets affected by limb multipliers, this means that shooting an enemy in the chest or leg will do exactly as much as shooting them in the head. So Shock Rifles still kill most infantry in two shots but can't upgrade to instant kills via headshots any more, and Tesla Tanks still kill regular infantry in one shot but can't one-shot Tanyas via headshots any more and need another shot (or possibly splash) to kill anything tougher than a rifle/rocket soldier. Mousing over a targetable object and then mousing over a hidden phase tank/gapped object no longer instantly removes the target box, so this method cannot be used to scan for such units. Some rebalancing to the new event; details are confidential though INFANTRY Infantry now take half as much damage from barbed wire. C4/Tanya C4 damage to heavy vehicles (LT/HT/Med/APC/ML) up by 50%. C4 damage to aircraft up by 100%. C4 damage to Ore Trucks up by 100%. C4 damage to building exteriors down from 12.5% to 10%. Tanya C4 damage to building exteriors up from 12.5% to 20%. VEHICLES Vehicles now take half as much damage from deep water. Tesla Tank inaccuracy up from 0.25 to 0.5. Tesla Tank range down from 125 to 122.5. Hind damage to naval units down by ~17% (0.3 -> 0.25) Longbow damage to naval units down by ~17% (0.9 -> 0.75) BUILDINGS SAM Site rockets can no longer travel significantly further than the SAM Site's target acquisition range. Soviet Ore Silos, Refill Pads and Service Depots now properly give 100 points to each Allied player when destroyed like Allied ones do for Soviet players. Concrete Wall health up from 150 to 225. AESTHETICS Flamethrower, Shock Rifle and Volkov's handcannons no longer "tilt" while reloading (since they don't "reload" in a conventional manner) All weapons and vehicles now have proper HUD strings (only relevant if you're using a custom HUD like Threve's) MAPS RA_CamosCanyon_Bots: Infantry bots at home no longer remain idle and block ore trucks until an enemy comes into view. Revived RA_CanyonRiver! Map now meets Delta standards--terrain remade from the ground up, with scattered foliage and objects to match. New series of tunnels connects the two caves where the river enters and exits the map (allowing a vehicle route completely hidden from the main thoroughfare), plus offshoot tunnels as infantry routes that connect to the main map area. Allied War Factory rotated to a position that complements the Barracks. Defenses added to the bases. Each team gets two silos, each team's silo area spruced up with fenced-in area that contains a PT and some props. New lighting, plus scripted weather and fog scheme. Vis fitted for additional player comfort. Added a waterfall, foam, small ponds, a retaining wall with a tunnel, a graveyard, guard towers, scaffolding, sculpted cliffs, and so many more things that are too numerable to mention here! RA_Fissure: Thief zone exists now on the lower Soviet silo. Made it a little harder to get close to the lower Soviet silo. RA_HostileWaters: Added a small chance of getting a Golden Wrench crate. This depleted Golden Wrench only has 40 ammo (enough to capture anything except a teamed SD/rpad - it will still neutralise those though making it possible to capture them with a second wrench) and cannot repair buildings. RA_PacificThreat: Fixed the ugly slope by the Soviet barracks. RA_StormyValley: Rocket partisan should be more aggressive now. RA_Under: Tesla Tanks can no longer jam Allied radar from the central plateau.
  6. Red Alert: A Path Beyond Update This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! Changelist INFANTRY Credit yield of sergeant up from 20 to 30 (matches new price) Credit yield of rocket soldier up from 60 to 80 (matches new price) VEHICLES V2 arc shots no longer explode in midair at long range. Gunboat cannon damage down from 70 to 65. Gunboat depth charge splash damage down from 80 to 60. Gunboat depth charge splash radius down from 25 to 22.5. Gunboat maximum turret tilt up from 7.5 to 8.75 degrees. Longbow damage multiplier to naval units down by 10% (1 -> 0.9) Longbow damage multiplier to submerged subs down by 67% (0.15 -> 0.05) APC maximum turret tilt up from 30 to 45 degrees. APC projectile velocity up from 250 to 500m/s. APC damage multiplier to air units up by 17% (0.75 -> 0.875) Light Tank maximum turret tilt down from 35 to 30 degrees. Medium Tank, Heavy Tank, Mammoth Tank maximum turret tilt down from 20 to 17.5 degrees. Mobile AA Gun now has alternate cameras. Phase Tank physics redone to be less slippery and accelerate/decelerate more quickly. Hind damage multiplier to heavy vehicles up by 11% (0.225 -> 0.25) Hind damage multiplier to air units up by 10% (0.5 -> 0.55) Air units' rotors no longer have camera collision as this caused the camera to freak out when flying close to a friendly flier. BUILDINGS Pillbox has its old sound back. Pillbox damage down from 10 to 9. AESTHETICS Mobile AA Gun and Mobile Gap Generator driver/passenger no longer hover above their seats. MAPS RA_Antlion Added ambient sounds. RA_AS_Seamist Soviet Helipad should function properly now. Shallows are no longer darkened like deep water is. RA_CoastalInfluence Fixed terrain seam by Allied forward service depot. Fixed river transparency. RA_Fissure Re-enabled Thieves. Flamethrowers and Thieves (TL2 units) cost double the normal amount of credits. RA_RiverRaid Moved rock at front of Soviet WF that was easy to get stuck on. RA_ToTheCore Added ambient sounds.
  7. We've pushed a quick hotfix for several issues that the last patch introduced - and for real this time: real news will come soon! Red Alert: A Path Beyond Update Whoops, this wasn't intended to be one of the "more updates coming soon" but here we are: a quick fix for numerous issues that have been reported for 3.0.6.0. Once again, keep an eye out for actual updates coming soon Changelist VEHICLES Gunboat's depth charge mode now has its inviso-turret facing forward instead of backwards, as this prevents the game from being confused about where to aim it post-switch. PERFORMANCE Reverted to the previous stealth shader due to numerous reported performance issues with the new one. MAP CHANGES RA_AS_Seamist: Allied Ore Silo no longer gets destroyed when buying a Longbow. RA_Complex: Reverted to Tech Level 5, but for infantry only; vehicles are still Tech Level 4. RA_HostileWaters: Fixed light bleeding near Allied barracks/ore silo. RA_StormyValley: Church money crate is now stacked on some other crates where the AI won't accidentally pick it up. Reduced rain by 25% - should improve performance a little. Small vehicles can no longer get onto the plateau between the 2 lakeside mountains. Fixed a floating rock in the middle. RA_Under: Fixed destructible rocks using the string "High Resolution Shadows".
  8. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist DAMAGE Golden Wrench healing vs. buildings reduced by 33.33%. This does not affect its ability to disarm C4/flares or capture neutral structures. Grenade damage to buildings up by 6.66% (0.3 -> 0.32). Grenade damage to infantry armour up from 37.5% of health damage to 100% (i.e. it now depletes both health and armour at the same rate). Handheld machinegun bullets (M60/PKM) damage to base defenses down by 14% (0.175 -> 0.15). Handheld machinegun bullets (M60/PKM) damage to MCTless buildings down by 12.5% (0.2 -> 0.175). Anti-tank shell (Gunboat/Volk AT projectiles) damage to infantry health up by 33% (0.375 -> 0.5). Weak explosion damage to infantry armour up by 66% (0.15 -> 0.25). Strong explosion damage to infantry armour up by 66% (0.375 -> 0.625). Artillery splash damage down by 16% (120 -> 100). High-explosive shell (Artillery/V2) damage to surfaced naval units down by 20% (1 -> 0.8 ). Longbow splash damage down by 16% (15 -> 12.5). Longbow damage to submerged subs down by 25% (0.2 -> 0.15). Destroyer damage down by 11% (90 -> 80). Hind damages submerged subs now, for half the damage it does to surfaced ones (0 -> 0.1). INFANTRY Ladder-climbing speed has been doubled, making it now as fast as crouching. Roof flares should be easier to disarm as a result (but also easier to place). M16/AK-47 range up from 90m to 95m. Flamethrower range up from 80m to 85m. Grenadier price down from 500 to 400. Grenadier health up from 50 to 60. Grenades no longer have projectile collision (which previously caused them to stick to other grenades and not explode). Grenade timer reduced from 3 to 2.5 seconds. Clearing charge splash radius up by 33% (7.5 to 10). Halved reserve ammo on limited-ammo Beretta/Makarovs. VEHICLES Longbow splash radius down by 20% (7.5 -> 6). Neutral Supply Trucks no longer send a "Unit lost" message to the Allies when destroyed. Neutral Supply Trucks can now take 5 passengers like teamed ones can. BUILDINGS The tracks to the side of the War Factory's main door can no longer be walked through (the door itself still can though because of reasons). Naval Yard and Sub Pen now have stairs instead of elevators. Removed ladders leading to the Power Plant's smokestacks. Infantry that happen to land near the smokestacks by using aircraft (not possible in any current maps) will slide off. You can no longer get stuck behind the beds in the back of the Allied barracks. AESTHETICS Mechanic's wrench model has been replaced by the more fitting Socket Wrench from .9935 and given a new icon. The Melee Wrench has the text on its icon updated to reflect its status as a melee wrench. Fixed size and position of Medic's MP5-N when it's stowed on his back. Made the grenade's shrapnel effects more visible. Neutral Supply Trucks no longer have an Allied insignia. Models of vehicle occupants are now properly removed when a vehicle is sold. Service Depots and Refill Pads no longer sink into the ground when viewed from a distance. PERFORMANCE Supply/Demo Trucks/MCVs now use the Mobile Gap Generator's wheels, which use less draw calls. MAPS RA_AS_Seamist: Mine limit reduced from 60 to 15 for this map only. RA_CoastalInfluence: Added naval blockers to stop boats beaching on the Sub Pen walkways. RA_ForestOfIllusion: Time limit reduced to 5 minutes. RA_ForestOfIllusion: Point limit reduced to 500. RA_ForestOfIllusion: Jukebox narrowed down to just Backstab (map isn't long enough for more songs to play anyway). RA_ForestOfIllusion: Now uses the Tournament plugin; your spawn character will either be Sergeant, Starshina, Captain, Kapitan, Grenadier, Engineer (no tools), Shock Trooper, Volkov or Tanya. Both teams get the same character. RA_ForestOfIllusion: Added M16s, AK-47s and all of RockTrap's weapons to the crate loadout. RA_ForestOfIllusion: Removed armour crates since gameplay no longer revolves around an armourless class. RA_ForestOfIllusion: Boss health raised from 150 to 200 to compensate for the improved variety of classes/weapons available. RA_ForestOfIllusion: Removed barbed wire in the forest section. RA_ForestOfIllusion: Added Soviet ghost soldiers; they will fight with the Allied ones and "kill" each other - or just haunt their living enemies. RA_ForestOfIllusion: Fixed heart container not animating. RA_HostileWaters: Re-enabled shock troopers. RA_HostileWaters: Advanced naval structures now provide 2 credits per second, and so do the silos. RA_HostileWaters: Added naval blockers to stop boats beaching on the Advanced Sub Pen walkways. RA_KeepOffTheGrass: Added blockers to the big cliff overlooking the Allied barracks and the east side of the cliff overlooking the Soviet CY to prevent MAD tanks/demos climbing all the way to the top. RA_KeepOffTheGrass: Made the cliffs overlooking the Soviet refinery and Allied barracks a little less abusable for both sides' infantry by blocking some parts off (but not all). RA_KeepOffTheGrass: Shrunk Soviet mixed ore/gem field a little to slow their economy down. RA_PacificThreat: Returned to a two-silo setup; however the Soviet silo by the helipad now has its terminal obscured so it cannot be stolen from. Only the one by the sub pen can be stolen from. RA_PacificThreat: Raised all the SAM sites to make them harder to exploit. RA_PacificThreat: Propped up the naval yard AA gun on a platform. RA_RidgeWar: Fixed missing script zones for manual ore/gem fields. RA_RiverRaid: Soviet buildings actually have spy zones now. RA_RiverRaid: Added a visible blocker to the cave entrance behind the Allied WF to signify why vehicles can't get back there. RA_RockTrap: Time limit reduced to 5 minutes. RA_RockTrap: Point limit reduced to 500. RA_RockTrap: Jukebox narrowed down to just Smash (map isn't long enough for more songs to play anyway). RA_RockTrap: Reduced the amount of thick grass around the river. RA_RockTrap: Added character crates, though in a less absurd form than Gamma's. The only classes you can get are Sergeant/Starshina, Captain/Kapitan, Sniper, Rifle Spy, Grenadier and Engineer. These are locked to their respective teams, so for example, Allied players will never get Starshinas, and Soviet players will never get Allied Snipers, only Soviet ones. Grenadiers now have an Allied equivalent and Spies have a Soviet equivalent for this purpose. RA_Under: Decreased kill radius of collapsing underpass from 55 to 45. RA_Under: Removed 1 frontal Flame Tower. RA_Under: Rotated Soviet Radar Dome to make its entrance more accessible to Allies from the tunnel/underpass. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  9. Another patch has been released! Get more information and the changelist in the full update on the forums, and stay tuned for more news soon! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! And stay tuned, because more updates are coming soon! Changelist DAMAGE Gunboat cannon damage to submerged subs down by 33% (0.375 -> 0.25); this is to compensate for depth charges being manually aimable now Gunboat cannon damage to buildings up by 12.5% (0.12 -> 0.135) Gunboat cannon damage to concrete (bridges/walls) up by 50% (0.12 -> 0.18) Grenadier damage to buildings up by 5.5% (0.32 -> 0.3375) Longbow damage to submerged subs down by 33.33% (0.15 -> 0.1) MAD Tank shockwave damage to bridge segments up by 100% (8.5% -> 17%) INFANTRY Fixed missing killstrings for limited-ammo versions of M16/AK-47. You will now get hurt if you rub up against the coiled razor wire fences. Repair Tool now takes 5 seconds to disarm C4 (was 4). Golden Wrench now takes 2 seconds to disarm C4 (was 1.06). VEHICLES Gunboat's depth charges have returned to being manual weapons; they can now be aimed in a 270-degree angle from the stern of the ship. You must press Q to alternate between the deck gun and depth charges. Unfortunately, due to the way the turret switch script works, the pilot of the Gunboat is no longer visible. Depth charges are no longer homing. All naval units can now be entered from beneath, in case you fall into the water at the sub pen dock, or eject from a boat in shallow water (such as Pacific Threat's strait). Missile Sub's muzzle bones have been raised a little above the actual launchers, making it less likely to home in on the ground when aiming at inland structures. Missile Sub now fires 6 missiles in a salvo; reload time has been increased to match, so damage over time is unchanged, but it has to stay surfaced longer to let the whole salvo loose. Destroyer/Missile sub projectile velocity up from 75 to 100m/s. MRJ health up from 200 to 300. Mobile Gap Generator forward speed up from 11 to 12m/s. LSTs now refill the occupants' ammo, C4 and armour like a Supply Truck does. BUILDINGS Non-tunnel Construction Yard now contains the ramp from the tunnel version, which connects the MCT room and the side area on the ground floor. Concrete Wall health up from 125 to 150. Destructible hedgehogs now have an invisible collision box in the middle, so they should be easier to hit or attach C4 to. Added short grates extending out of the dock platforms of the Sub Pen, so it should be impossible to drown when boarding a freshly-bought LST. AA Gun and SAM Site no longer have physical collision on their rotary parts, as that caused infantry to get stuck on them. Pillbox's reload time reduced from 2.5 to 1.25 seconds. Pillbox projectile velocity up from 375m/s to 750m/s. Pillbox and Turret no longer have projectile extensions; they will have a bit of a harder time hitting infantry but will have less trouble shooting around cover. Pillbox bullets now originate from inside the bunker rather than outside, so they don't have a "blind spot" right next to the bunker. AESTHETICS Mammoth Tank now has an updated model/texture with camouflage variants! Gamma's stealth shader has returned. Fixed a bunch of textures with missing mipmaps. When the jukebox rotates, it prints the track's title and artist in the chat. Higher-quality music files for Workmen Remix, Mud Remix, No Mercy Remix, Scrin, Techno Babble, Asteroid Belt, Dream Sleep, Fire Ice, RenAlert Jam and Drone Instrumental. New sounds for Hind/Longbow/MP5/M60 firing, Hind reloading, and MAD tank detonating. Texture updates for Soviet Barracks flag, Refinery bib, Barracks lockers, War Factory water drums, civilian house stucco, APC desert camo, and some metal textures, courtesy of Aprime. Muzzle flashes for Longbow/Destroyer/Phase Tank/Hind/Missile Sub should now be in the right place. Destroyer now makes use of all 6 of its launchers (still has to reload every 2 shots though) Destroyer's turret model has been upgraded to the SAM site model. AA Gun now makes use of all 4 of its barrels (still has a delay between every 2 shots though) Chinook's rotors spin the right way now. Hind's gatling gun now spins while firing. Fixed missing sinking state for Missile Sub. Sinking states of naval units will now persist until they hit the ocean floor or 60 seconds pass (was 5). Helipad signal flares actually have the signal flare model now. Flame Tower now has a sound effect for its pilot lights. Flame Tower, SAM Site, Gap Generator and Tesla Coil now give off smoke and flames when damaged. Gap Generator now stops animating in low power. Domination Mode team markers no longer bob up and down when rotating. PERFORMANCE Fixed a bunch of excessive meshes and multimaterials on wrecked defenses/silos/refill pads/vehicle props. MAPS RA_AS_Seamist: Removed thieves. Allies have 1 less refill pad, service depot and AA gun. Removed some rocks that were restricting Soviets' ability to leave their base. Reshaped the Allied hill slightly; there is now very little room to climb it from inside the base, and driving off it into the base will also require some care. Allied income down from 4 per second to 3, condensed into 1 silo which is a little further back than before. Moved dome pillbox back slightly. Moved helipad AA gun over to just behind the silo pillbox. RA_Bonsai: Repaired the broken bridge near the Allied War Factory. RA_CamosCanyon: Shrunk the rock in front of the forward Flame Tower to its original size. RA_CoastalInfluence: Added a plateau to the middle of the island that prevents artillery/V2 arc shots. They will have to get closer to hit buildings. Added a pier on the south end of the lagoon, which is connected to the south side of the map through a tunnel; this is another potential LST dropoff/cover spot/sniper spot/anti-sub rocket spot. Re-added the pier that used to be on the east side of the island, giving Soviets LST access to the island. Removed a pillbox and a turret from the land route, but moved the remaining defenses closer together and closer to the base. Spread out flame towers on the land route so they don't cover each other quite as well. Switched Naval Yard spawn zones around, so LSTs spawn close to land and boats spawn in areas where they can steer more freely. Moved hedgehogs away from the bridge to make them less easy to destroy. Added water ambient sounds. RA_Complex: Tech Level reduced to 4. Added projectile blockers over the central mountains, so artillery/V2 cannot hit buildings from safety. Gem fields downgraded to mixed. Bridge is no longer destructible. Moved Allied silo over to the PP shack. Jukebox changed; removed Techno Babble, added Voice Rhythm. RA_Fissure: Out-of-bounds platform behind Allied barracks actually falls when approached now. Made part of the upper central platform destructible; this will block off the lower central area when destroyed. You can still cross the upper area as there is a bridge over the rickety platform. RA_HostileWaters: Side/rear iceberg defenses have been moved back into the bases. Soviets get an extra rear flame tower. Capturable structures no longer have functional SAM sites. RA_PacificThreat: Added a Turret and a Flame Tower on top of the naval buildings, protecting against gunboats/subs taking the short route and covering the silo near the naval factory from infantry attack/theft from that direction. (The turret does a much worse job of infantry protection, but it also doesn't get outranged by caps and has a much wider angle of attack) Fog thickened from 200/300 to 100/300 (same as Stormy Valley). Added water ambient sounds. Jukebox changed; removed Arazoid, added Workmen. RA_RiverRaid: Removed some trees. Removed rear pillbox/flame tower. Added blockers around the broken bridge to prevent arty/v2 from perching on them for easy base attacks. RA_StormyValley: Reshaped the mountains. The narrow "lake route" (i.e. the most direct route between the 2 bases) is now inaccessible to ground vehicles. Widened the chokepoints between the ore fields and the "construction site route". The hill separating the "gem route" and the "construction site route" is now home to a series of vehicle/infantry paths that connect the two routes and allow infantry to snipe from atop the hill. Added an infantry tunnel connecting the "gem route" and the "lake route". Added a Radar Dome where the Refill Pads used to be. Improved defenses in most areas. Moved Service Depots that were near the Soviet War Factory/Allied Barracks over to the Soviet Helipad/Allied Refinery. Added a bunch of concrete walls to the bases, protecting the Helipad, Refill Pad, Ore Silo and Barracks from attacks from certain angles. Spy zone for barracks is now in its proper location instead of where the barracks was in Gamma. Oops! Removed hard-to-see barbed wire from Soviet barracks. Removed a Refill Pad from each team. Improved brightness. Added more ruins to the town. Added a drivable MCV and forklift to the construction site. Church now contains a $250 team money crate... with some safeguards. Purchased Allied helicopters now come in from off the map. Jukebox changed; removed Scrin, added Techno Babble and On The Prowl Redux (another Scott Peeples remix). RA_Under: Removed rear Service Depots. Added an extra Turret to the front of the Allied base. RA_Zama: Removed some rocks.
  10. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist INFANTRY Volkov AT range up from 90 to 95. M16/AK-47 range up from 85 to 90. Grenadier range up from 125 to 140. Grenade is no longer disarmable/targetable. Flamethrower infantry (and FoI fireproof suit) no longer takes 50% extra damage from explosions. Flamethrower projectile speed up from 75m/s to 100m/s. Sniper damage up from 37.5 to 55, but suffers a 50% penalty against armoured people instead of 25%. So its damage against people with armour is almost identical to before, but it becomes much more lethal to people with no armour. Volktillery damage down from 62.5 to 42.5 but uses Shell warhead; this makes barely any difference to its damage against buildings (its main purpose) but makes it clearly inferior to the AT cannon against tanks at close range. Jumping with Volkov AT mode has a much larger penalty (+6 sprayangle instead of +2), but accuracy recovery afterwards is up from -4 per second to -8. VEHICLES Cruisers are in the game now! Actually no this was an april fools you fools Light Tank turret rotation speed up by 33%. AESTHETICS Added another first-person sleeve variant: darker grey for Mechanics. Fixed RPG Trooper's vehicle-riding model (it was not updated when the on-foot model was, so it had some issues with the new texture) MAP CHANGES River Raid has been remade by Pushwall and is now playable again! Here's how it's changed since Gamma: Terrain is completely remade from scratch. Added infantry-only side areas that provide alternate attack routes; the mouth of the river now leads to a beach that leads to the back of the Soviet base, and the river cave now leads to the back of the Allied base. Added ground defenses - 2 pillboxes/flamers each, one at the front and one at the rear. There is now only one Ore Silo. Added ore fields near each base which the AI truck will collect from. The island in the middle now has gems instead of mixed ore/gems. Added tunnels to the bases that connect all the buildings and allow safe repairing of the Service Depot. Tech Level reduced to 1. Added visibility culling system. The map's jukebox plays the following tracks: Scrin, Chaos, Crush, Renegade Jungle. In case you missed the teaser shot last time, here it is! RA_ForestOfIllusion: Secret items take 3-6 minutes to spawn (was 1-6). RA_ForestOfIllusion: Added Grenades and Volkov's AP handcannon to the crate pool. RA_HostileWaters: Removed an Ore Silo, Service Depot and Refill Pad from each team. RA_HostileWaters: Moved remaining Ore Silo to a more defensible position. RA_HostileWaters: Removed stealth crates. RA_HostileWaters: Fixed grenadiers costing 160 instead of their intended price. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  11. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update There were some problems with the initial patch delivery; if you attempted to install before this post and failed, try again. Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist GENERAL Thieves, Flamethrowers and Minelayers have been moved down from Tech Level 3 to 2. Tech Level 1 now has the same units available that Tech Level 2 previously did. This is to provide more flexibility for future maps; previously TL1 was basically wasted space as it only had the units that are available without a barracks. INFANTRY Added Clearing Charges for Engineers. These are small timed explosives used for destroying mines; they do nothing to hard targets and don't do much to infantry, but they are actually better at mine clearing than regular C4 due to their 25% higher damage radius and 3-second timer. They also deal moderate damage to hedgehogs and bridge segments (10 destroy a bridge segment, 2 destroy a hedgehog). Engineers carry 3 of these at a time and can restock with a supply truck just like with C4. Raised throwing velocity of C4 from 10m/s to 15m/s. Grenadier and Frag Grenade have been overhauled: ROF decreased from 1 / 1.67 secs to 1 / 2 secs. Gravity effect down from 1.5 to 1. Targeting range up from 100 to 125; this is very accurate to the distance it can cover before it explodes. Splash radius up from 8 to 10. Splash damage is now unaffected by distance just like Shock Rifle splash (i.e. as long as something is within the splash radius, it will always take maximum damage, there is no falloff). Uses Timed C4 logic (3 second timer), so it is not prone to the problems that normally affect sticky projectiles and can stick on vehicles and infantry too. (C4 logic prevents the weapon from having a secondary fire, so don't expect to see one. This is also why it's not going on Volknades.) Can be disarmed by repair tools. (Protip: throw them into unreachable positions. This is much easier to do when outdoors.) Damage type is now separate from the Destroyer/Missile Sub type (required since C4 weapons cannot have direct damage). The main changes are that the grenade's damage to buildings is up somewhat (DPS is now comparable to Volktillery) and damage to naval units is way up (DPS is now comparable to Redeye/Strela except it also hurts submerged). Long story short, the grenade is now more reliable at splashing infantry in the field, and is essentially a weaker on-foot Artillery against buildings, but in close quarters you run a greater risk of hurting yourself, and give enemies a chance to get out of the way due to the timer. Grenadier health down from 60 to 50. Grenadier price up from 160 to 500. Grenadier credit yield up from 32 to 100. Grenadier kill points up from 37.5 to 50. Grenadier no longer explodes on death. Grenadier now has a limited-ammo Makarov for close-range backup. VEHICLES Gunboat cannon damage down from 50 to 45. Gunboat cannon velocity down from 300m/s to 150m/s. Depth Charge damage down from 120 to 90. Depth Charge actually hurts ground vehicles now (assuming they're daft enough to take a dive). Destroyer/Missile Sub damage to heavy vehicle armour up by 33% (0.75 -> 1). Destroyer/Missile Sub damage to super-heavy vehicle armour up by 100% (0.5 -> 1). Destroyer/Missile Sub splash radius up from 12.5 to 15. Gunboats and Destroyers now behave like wheeled vehicles with rear-wheel steering. This allows them to turn much faster and their top speed is higher, but they cannot turn without accelerating anymore. Mammoth Tank regen up from 3 to 5. Mammoth Tank missile velocity up from 100m/s to 200m/s. Mammoth Tank missile splash radius up from 10 to 12. Mammoth Tank missiles arc up 60 degrees like the Missile Sub ones, making them easier to use against infantry on hills and nearby aircraft. Longbow missile velocity up from 100m/s to 200m/s. Longbow damage to Heavy vehicles up by 12.5% (0.8 -> 0.9, same as Mammoth vehicles) Hind damage to main structures down by 20% (0.125 -> 0.1) Adjusted light/med/heavy/mammoth vertical turret traverse restrictions to affect their ability to target aircraft (Light is better, others worse) BUILDINGS Missile Silo's damage warnings are correct now. Missile Silo no longer provides (unusable) flares after its destruction. Removed Tesla Coil's anti-infantry splash damage of 6.25 (effectively 37.5 in a full burst) so it is able to hurt and kill less infantry in one burst. (Taking a full blast is still almost certain death even for Tanya.) AESTHETICS MCT glass now properly gives off glass effects at <25% health. Mended a bunch of infantrys' broken forearms (Soviet Rifle, Grenadier, both Snipers). RPG Trooper is now based on Grenadier's model. All infantry have had their first-person hand/sleeve textures updated to reflect their actual models (except Allied rifles, Soviet engineers and Volkov who were already accurate) MAP CHANGES RA_AS_Seamist: Removed pillbox directly in front of the Radar Dome. RA_CamosCanyon: Fixed floaty trees. RA_CoastalInfluence: Moved Allied refinery back 5m to render it a little less vulnerable to V2s. RA_CoastalInfluence: Propped bridge-side defenses up on platforms/rocks to make them more capable of hitting units on the bridge. RA_CoastalInfluence: Arty/V2 Spam Peninsula has now been turned into an island; both teams have to cross a bridge to get on it. RA_CoastalInfluence: Tesla Coil downgraded to 2 Flame Towers. RA_CoastalInfluence: Added destructible hedgehogs to the Arty Spam Island, which will have to be destroyed for vehicles to advance. RA_CoastalInfluence: Added a cliff line on the south side of the lagoon to make it harder to spot enemies approaching on the long land route. RA_CoastalInfluence: Fog thickened from 300/450 to 200/300. RA_Complex: Removed concrete walls shielding ore fields. RA_Complex: Shrunk ore fields so trucks have to travel a little further. RA_Fissure: Tech Level down from 5 to 2. RA_GuardDuty: Tech Level down from 2 to 1 (no change since TL1 is now the same as what 2 was before). RA_PacificThreat: Removed one ore silo per team, and upgraded the existing one to a double-income one. So the economy is more vulnerable to destruction but less vulnerable to thieves. RA_StormyValley: Fixed vehicles being able to climb the central hills. RA_Wasteland: Fixed Barracks targeting. RA_Wasteland: Fixed a bunch of multimaterials, should improve performance Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  12. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist GENERAL Mines' trigger range is increased; 4 -> 6 for AT mine, 4 -> 4.5 for AP mine. This makes it much less likely that units will be able to go directly over AT mines without triggering them, and provides more leeway for imperfect AP building mining. Nuke damage to mines down by 25% (0.5 -> 0.375) Nuke damage to Volkov up by 20% (0.125 -> 0.15). Demo blasts can actually kill him now, but they have to be pretty damn close to him as this translates to 120 damage at point blank range. Nuke damage to Engineers down by 25% (0.2 -> 0.15) Damage of Explosive weapons increased (Grenade 30 -> 35, Destroyer 75 -> 90, Missile sub 42.5 -> 45) Explosive warhead (used only by those 3 weapons) has been overhauled a bit: Damage to buildings down 11% (0.225 -> 0.2) Damage to aircraft down 17% (1.5 -> 1.25) Damage to seacraft down 20% (0.5 -> 0.4) Damage to concrete walls/bridges up 11% (0.45 -> 0.5) Long story short, their damage to aircraft/seacraft is actually almost identical to before, they just have a bit of an easier time against everything else that they can directly hit, and take out bridges pretty quickly too. However Missile Subs now have identical DPS to Destroyers instead of just being better. INFANTRY Grabbing a ladder from the top should be a little easier now. Volkov's AP shotgun damage down from 87.5 to 75. Volkov's Volktillery ROF down from 1 / 1.33 seconds to 1 / 2 seconds. Shock Rifle's accuracy increased; spread when standing/jogging down from 0.4 to 0.33, spread when jumping down from 2 to 1.5. Flamethrower's splash damage down from 30 to 27.5 Flamethrower's accuracy increased; spread when jumping down from 5 to 3.75, sprinting down from 3.75 to 2.5, injured down from 1.5 to 1, crouching down from 0.25 to 0.1 Flamethrowers are up to Tech Level 3 (now absent from Guard Duty) Remington slug velocity down from 500m/s to 375m/s. Remington slug accuracy decreased; spread when standing/jogging/crouching up from 0 to 0.25, spread when jumping/sprinting up from 1.25 to 1.5 Remington slug now has a unique warhead, here's the rundown of its new properties: Damage to armoured infantry down 17% (0.75 -> 0.625) Damage to light/heavy vehicles up 25% (0.5 -> 0.625, 0.4 -> 0.5) Damage to superheavy vehicles up 9% (0.275 -> 0.3) Damage to landmines up 100% (0.5 -> 1) Damage to all types/parts of buildings is now equal to the damage of the primary fire. Basically it's now a little less of a close-quarter sniper clone and more of an answer to non-mammoth vehicles and AP mines. Vehicles get taken down with roughly Captain-tier efficiency but you still have to be in shotgun range. VEHICLES Tesla Tank splash radius up from 5 to 7.5. Hind damage to heavy vehicles up by 12.5% (0.2 -> 0.225) Longbow damage to buildings (except defenses) up by 11% (0.18 -> 0.2) Longbow damage to submerged naval units up by 100% (0.1 -> 0.2) Destroyer/Missile Sub range up from 160 to 170. Naval units are worth less points (Gunboat/Attack Sub 125 -> 100, Destroyer/Missub 200 -> 150). Gunboats now have their depth charges controlled by an AI "turret", which automatically attacks any enemy unit (submarine or not) in a 120 degree cone starting from the back of the depth charge rack and extending out 100m in the direction of the ocean floor. Players will no longer get credit for their depth charge kills because of this, but subs will certainly be discouraged from going too deep if there are gunboats around since charges actually have range now in addition to being automated! To accommodate the new delivery system, the depth charge projectile has also had its behaviour overhauled: Is homing, and no longer affected by gravity. Projectile speed increased from 5m/s to 25m/s. Rate of fire reduced: 1 / 1.25 seconds to 1 / 2.5 seconds. Damage reduced from 300 (50 to surfaced) to 120 (30 to surfaced). Splash damage reduced from 100 to 40 and downgraded from Artillery to Normal splash warhead (no burning, negligible armour damage). Not that it'll matter much given how few situations allow infantry to actually get hit by them. Projectile Extension is gone; it doesn't need it anymore and it previously caused the charges to harmlessly clip through everything if there was any terrain nearby. Destroyers no longer have depth charges. BUILDINGS If you attempt to stand on the insignias of the Refinery/Power Plant you will slide off. So no flares that are even harder to disarm than normal roof flares. Refinery ore piles now have blockers to prevent vehicles from climbing them and getting stuck. Flame Tower no longer has projectile extensions. This is both a blessing and a curse; it is harder to exploit around corners, but it's also easier for fast vehicles to dodge. Raised Flame Tower anti-vehicle range from 115 to 120 and anti-infantry range from 100 to 105 (same ranges as the Pillbox). Destruction of the Radar Dome prevents Tanya/Volkov from being purchased. AESTHETICS Barrels using the flammable material despite not actually being destructible (Guard Duty, Ridge War, Wasteland, Zama, KOTG house) have been turned into normal ones. Refinery ore piles are upgraded to piles of the new ore rocks instead of lumps of dirt. Fixed Soviet MCV having Allied insignia in Soviet tunnel construction yard. Fixed various VIS errors. Explosion effects for Volkov's AT weapons and Gunboat cannon have been made wimpier to reinforce the idea of "hey maybe you should be using this against armour and not buildings". Adjusted nuclear explosion effect to be more mushroom-cloud-esque. Destroyer has a bigger explosion. PERFORMANCE Optimised barrels in WF/Barracks/Ref/CY and various maps which were using more materials/textures/draw calls than necessary. Vehicle and infantry models are now pre-loaded depending on what buildings are on the map. This means that maps will take a little longer to load but there will be much less loading (and therefore much less frame stuttering) happening during a game. Nuclear explosion effect is less particle-heavy. MAP CHANGES RA_HostileWaters is back in the game! See here for changes since the public beta. RA_AS_Seamist: During the endgame event, Soviet aircraft will be shot down by super-long-ranged Destroyers. Hey, it's probably better than being Gulag'd for failing and retreating. RA_AS_Seamist: Removed a Light Tank and Ranger from the 10-minute reinforcements. RA_Bonsai: Spies can infiltrate the radar dome now. RA_Bonsai: Water behind Allied Radar Dome hill has been made too deep for units to traverse safely. RA_Bonsai: Allied defenses shuffled; Turret on Radar Dome hill is now a Pillbox, the Missile Silo Pillbox is moved closer to the Refinery, and the frontal Pillbox is now a Turret and is moved back to the Service Depot, RA_Bonsai: Put a no-beacon zone in the Allied ore tunnel. RA_CamosCanyon: Added a Pillbox/Flame Tower on top of each side's ore hill. RA_CamosCanyon: Made the big rock by the Soviet ore field bigger. RA_Fissure: Barracks gives no points for damaging/repairing, but gives twice as many points for destruction as normal (500). RA_GuardDuty: Added an extra pillbox to the Allied Ore Silo side. RA_KeepOffTheGrass: Placed vehicle blocker around a sticky tree stump near the Allied WF side supply truck. RA_ForestOfIllusion: Cyborg Commando health down from 200 (player) / 500 (AI) to 150 (player) / 375 (AI) RA_ForestOfIllusion: Cyborg Commando move speed down from 5.5 to 5. RA_ForestOfIllusion: Cyborg Commando kill points down from 1000 to 500. RA_ForestOfIllusion: Temporal trigger items can now take anywhere between 1-6 minutes to spawn (was 1-2). RA_ForestOfIllusion: Walking into the Chronosphere will now warp you back to the graveyard surface. RA_Under: Removed the Flame Tower overlooking the Sub Pen/Barracks dock. RA_Under: Replaced power plant with radar dome. RA_Under: Removed gap generator. RA_Under: Replaced tesla coil with 2 flame towers. RA_Under: Removed archway over Soviet base entrance, giving Artillery more freedom to hit things around it. RA_Under: Moved Allied rear pillbox and shuffled some rocks so that it's hopefully more useful. RA_Under: Deepened water behind the island. RA_Under: Removed deep snow as mines laid inside it were nigh-indestructible. RA_Under: Removed Underlying Thoughts and added Creeping Upon to jukebox. RA_Wasteland: Barracks gives no points for damaging/repairing, but gives twice as many points for destruction as normal (500). Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  13. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! This patch contains mostly balance changes, but there are other things in the update as well like an overhauled MCT, a few new sounds, changes to Coastal Influence's Soviet base, and more! But many of you want the long version, so here you go: Changelist INFANTRY Thieves take 3 seconds to steal money, and Soviets are now notified about the stolen money as well. Rocket Soldiers/RPG Troopers cannot be trained without a Barracks. Medic Kit healing effect duration down from 6 to 5 seconds. MP5-N range down from 70 to 60 (same as pistols/shotguns). MP5-N reload time up from 2.1s to 2.35s. MP5-N warhead changed from standard Assault Rifle bullets to AK-47 spray bullets (damage to all vehicles/buildings reduced by 15%). Flamethrower splash damage up from 27.5 to 30. Flamethrower direct damage down from 80 to 70. Fire damage multiplier to building walls up from 0.24 to 0.25 (a ~9% decrease after the damage nerf). Fire damage multiplier to building weakpoints up from 0.32 to 0.35 (a ~4% decrease after the damage nerf). Fire damage multiplier to pads/silos buildings up from 0.24 to 0.3 (a ~9% increase after the damage nerf). Fire damage multiplier to defenses down from 0.32 to 0.3 (a ~18% decrease after the damage nerf). Shock rifle damage multiplier to building weakpoints up from 0.2 to 0.225 (a 12.5% increase). Shock rifle damage multiplier to pads/silos up from 0.15 to 0.175 (a 16.66% increase). Allied sniper bots no longer give out 100x the intended points/cash. VEHICLES Gunboat/Destroyer turn rate improved. Destroyer rockets no longer arc up as this causes them to be unable to fire sometimes for some reason. Destroyer/Missile Sub rocket projectile velocity up from 50m/s to 75m/s. BUILDINGS The side windows of the Power Plant can no longer be broken. AESTHETICS The appearance of the MCT has been vastly improved, with the texture/model overhauled by Synaesthesia and the animation redone by Generalcamo. Rangers, APCs, MBTs, Artillery, and Gunboats now have visible barrel recoil. AA guns use the right sound file now. New sounds for Destroyer/Missile Sub and V2 rockets. Pillbox/Hind use 2 separate sound files (currently identical). Higher-quality stereo versions of the following music tracks: Crush (Rock Trap) Deception (Camos Canyon) Face The Enemy (Coastal Influence, Guard Duty) Fogger (KOTG) Industrial (Pipeline) In Trouble (Pipeline) Militant Force (Fissure) On The Prowl (Forest of Illusion) Re-Con (Stormy Valley) Run (Camos Canyon, Under) Terminate (Under) Underlying Thoughts (Under) Vector (KOTG) MAP CHANGES RA_CoastalInfluence: Removed a couple of the Allied defenses around the inlet and added a Soviet flame tower by the bridge. RA_CoastalInfluence: Soviet base is raised up to the height of the bridge. RA_CoastalInfluence: Thickened fog a little as there is no ridge blocking base-to-base sight anymore. RA_GuardDuty: Fixed a VIS error in Allied Barracks basement. RA_KeepOffTheGrass: Fixed hole in terrain behind the Soviet base. RA_Pipeline: Fixed the floating rocks on the "V2 ridge". RA_StormyValley: Fixed the out-of-bounds zone. RA_StormyValley: Improved lighting level slightly. RA_Wasteland: Medium/Heavy Tanks no longer respawn. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
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