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  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 -Th
  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 c
  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
  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 ru
  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 sh
  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 INFANTRYCredit 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
  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 R
  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
  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
  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 su
  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 GENERALThieves, 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; pr
  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 -&g
  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 INFANTRYThieves take 3 seconds to steal money, and Soviets are now notified about the stolen money as well. Rock
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