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  1. [blurb]Hard point hitmarkers, new HUD spin-up arc for gattling, economy adjustments and features, light sidebar infantry reordering, sniper bullet drop reduction, Volkov jump inaccuracy, bug fixes, and more![/blurb] --------------------------- Changelog For Red Alert: A Path Beyond 3.7.1 Release --------------------------- User Interface - Vehicle strongpoints now have hitmarkers and hitbeeps. - New spin-up arc on the HUD for gattling tech. - Reload arc now fits adjusted resolution scaling. - Assigned PT icons to Neutral Supply Truck, Cargo Truck, Mobile AA, MCV's, and Forklift. These are visible when you open the vehicle menu. - Standardized PT icon filenames. Economy - 1 credit per second trickle is no longer universal. It is gained for a team only once it no longer possesses a functioning Refinery or Silos. - Increased points earned for harvesting. 10% -> 20% - New feature: If the Refinery is destroyed, players may still manually unload their Ore Trucks there, but only earn a third of the credits and points. - The "successful unload" string has been split into 3 lines, instead of a single long line. Audio - Disabled global doppler amount; it was causing audio issues. - Increased volume radius of elevator music. Max 4m -> 6m. Dropoff 8m -> 12m. Strings - MAD Tank weapon string adjusted so it does not overlap other HUD elements. - Standardized some strings and preset names. Infantry - Volkov: jumping inaccuracy added. - Engineer has been moved down on the sidebar purchase list to slot 6. This is so the first 5 infantry on the list, which are purchasable with or without a Barracks, remain in consistent slots. - Medics heal other infantry if they are in the same vehicle. - Mechanic now works correctly inside vehicles. - Attack speed increased to 3.5 for both LAW and RPG. - Snipers: Decreased gravity. 4 -> 1 - Snipers: Spray Angle increased. 0 -> 1 - Snipers: Spray Angle while scoped decreased. 0 -> -.95 - Soviet Sniper has new Dragunov model. - New M60 model. - Removed kill message from the Spy's beretta. Navy - Naval Repair zone size increased significantly. - Naval vessel teleport range increased to 75m. - Naval Repair Zones only send messages to players in vehicles. Mobile Radar Jammer - No longer purchasable after the Soviet Radar Dome is destroyed. MCV - Hyper gloss removed. Camo Pillbox - Fixed HP values in repair objective markers. Airfield - Re-added outside ladder to Airfield roof. - Adjusted props around the back door on the first floor. Maps - Fixed various stock spots and seams. RA_AS_Seamist - Soviets start with 2 Supply Trucks by their Ore Silos. - Allies receive a heavily damaged Heavy Tank at the dead Refinery if there are 30 or more players at game start. - Shifted position of Light Tank spawns. RA_CoastalDecline - Artillery/V2 disabled from purchase list. RA_HostileWaters - Each team starts with 2 LST's in front of their Construction Yard. - Added no-c4 zones to the Gem Silos. RA_HostileWatersParadox - Added teleport script to special vehicles. - Fixed rebuildable defenses from crashing the game, and from double poking. - Hid a suspended Allied Turret corner with new rock placements. RA_NorthByNorthwest - Removed prop snow from the Allied Missile Silo roof. RA_SwampOfIllusions - Disabled Yak purchases. RA_Metro - Fixed missing thief zone. RA_Under - Disabled purchase of Attack Subs and Gunboats.
  2. --------------------------- Changelog For Red Alert: A Path Beyond 3.7 Release --------------------------- Game Features and General Updates - Engine updated to use modern features and fixes. - Supports Discord rich presence. - New splash screen. - Tabbed sidebar added; includes pressing "R" to refill and tooltips at the top. - Render distance increased. 600 -> 800 - Switched to engine kill messages. - Disabled old battlefield info (J/K) screens. - New keybinds supported (including Q needing to be assigned for landing gear). (!)These keys may need to be bound manually or "defaults" button pressed. - Applied 0.1 global doppler amount. - Assigned effects to audio sliders in volume settings. - 1 credit per second is applied as permanent income to each team on all maps that contain base radar markers. - Red wrench objective marker appears for all units, not just the repair classes. - All newly purchased vehicles now force their owners to teleport into them within 25 meter range, up to a minute. - Missiles no longer track friendlies. - Added reload arc (animating circle around your reticle when charging up or reloading your weapon), and removed the weapon charge bar from the HUD as the reload arc covers it. - Added specialized cockpit HUD. - Main base buildings now show up on the "M" list. - Capture Terminals "HP" has been increased. 20 -> 100 - Vehicle repairs now grant 33% of Damage Points/Credits. - New "gatling" tech for Engineer repairs on the Master Control Terminals and the Mechanic's repairs for vehicles. Repairs start out slow, but get faster the longer you hold the button down and are actively targeting. You cannot "charge up" before hitting your target, and if you lose your target, the repair speed resets. - Capturing gem silos earns 50 points; capturing pump jacks earns 25 points. - Added "Time till next match" timer on the score screen. - Disabled alt height indicator. - Mines no longer disappear when playing solo. - Encyclopedia/strings/help: Replaced "armour"/"metre" spellings with "armor"/"meter". - The "d" character used for testing now has a Q-activated jetpack. Technician - Now repairs every 0.1 sec. - Lowered repair value. 15 -> 1.5 - Lowered explosion damage. 10 -> 1 Engineer - Golden Wrench possesses infinite reserve ammo. The Engineer no longer needs to be re-purchased to replenish it. - Now uses gatling tech for the Golden Wrench (Master Control Terminals only). - No longer has the Technician's structural repair tool. - Golden Wrench is now in weapon slot 2. - Vehicle and defense/support structure repairs rebalanced. Mechanic - Now uses gatling tech for the Socket Wrench. - Heals armor faster than health (as usual). - Heals 2hp/sec while inside a vehicle (does not affect armor). - Vehicle repairs rebalanced. Rocket Soldier - LAW back model is now folded. - Now available at increased price with destroyed barracks. 400 credits -> 600 credits RPG Trooper - Now available at increased price with destroyed barracks. 400 credits -> 600 credits Chrono Tank - HP and Armor increased. 300 -> 350 BTR - EVA now says "BTR Ready" instead of "Unit Ready." V2 Launcher - Now has very slight projectile turning. Tesla Tank - Main fire replaced by alt fire. - Max Spray decreased. 3 -> 1 - Starting Spray set at .25. (current primary fire) - Now has a 1.5 second charge up. - Reload time decreased. 3.75 -> 2.25 (same 'reload' time with Charge up added) - Special Damage reduced. 240 -> 100 (now that 3 shot is standard) - New charge-up audio. MAD Tank - New chassis model, based on the Mammoth Tank. Gunboat - Steering Angle decreased. 40 -> 35 Destroyer - Engine torque increased. 177000 -> 180000 - Backported missile fix for veering off course missiles near max range. Cruiser - Unit limit 3. - Give 200 credits for destruction, rather than 2 credits. - Steering Angle increased. 45 -> 50 Both Submarines - Turns faster, but take longer to get to speed turning. > Turn Rate increased. 16.75 -> 20 > Turn Gain decreased. 3 -> 1 Attack Sub - Now features a burst fire weapon that fires two torpedoes which curve based on camera angle. Yak - Lift Coef increased. 1.5 -> 1.65 MiG - Effectiveness versus non-Cruiser boats increased by 37.5%. Pillbox - Adjusted fire salvo to a longer burst, with slightly faster reload. Camo Pillbox - New Allied defense structure added to the game. - Features camouflage variants, and its target box is hidden from enemies. - Uses slight armor piercing rounds. - Slower damage output than the base Pillbox, but more effective against vehicles. Service Depots - Now re-arm Longbows and Hinds. Allied Gem Silo - Now has an extended base, which allows it to be attacked by Subs on Hostile Waters. Soviet Airfield - Improved the tarmac texture. - Added a back door to the tower. Maps - Three new maps, which are variants of existing maps: RA_CoastalDecline, RA_HostileWatersParadox, and RA_SunnyValley. - RA_TestUnits map is included. RA_Bonsai - Fixed terrain hole. RA_Christmas2020 - Added objective markers for coal/candy resource fields. RA_CoastalDecline - New variant of the map "Coastal Influence". - Tech level 2. - Uses Silos for cash instead of Refineries/harvesting. - No naval battles nor defenses. - The lake is drained, which enables ground battles on its floor. RA_GuardDuty - Added Pillbox behind Refinery - Added Camo Pillbox in front of Refinery. RA_HostileWaters - Allied Gem Silo is now vulnerable to subs. - Added a hovel modeled after the Soviet Barracks. RA_HostileWatersParadox - Was a serverside mod, added to base game. - It is a silly place, featuring flying ships and vehicles. RA_LunarParadox - Added base radar markers. RA_Metro - Moved Soviet Silo into play space. - Converted 1 silo per team to Gem Silo. RA_NorthByNorthwest - Replaced a couple Allied defenses with Camo Pillboxes. - Fixed emitters and blending issues. - Opened up terrain behind the tech facility. - Terrain outside Allied base lowered to give cleaner line-of-sight for the defending Pillboxes. - Fixed some floating objects. RA_Pipeline - Added extra pumpjacks, reduced income earned from each. - Each base starts with a pumpjack that is not capturable, and is assigned to that team to assist with permanent income. - Added Camo Pillbox. RA_RockTrap - Replaced Ore Silos with Gem Silos. RA_StormyValley - Brightened map slightly and adjusted sunlight. - Minor terrain fixes. RA_SunnyValley - New map added, a lower tech variant of RA_StormyValley. RA_SwampOfIllusions - Added fog sphere. - Added more torches, touched up water edges. RA_Volcano - Backported the 4.0 version which features vehicle tunnels and a tightened out-of-bounds zone. - Replaced the Pillbox behind the Allied War Factory with a Camo Pillbox. - Adjusted volcano lighting. RA_Wasteland - Added 2nd silo. - Added fog sphere. RA_Zama - Added Camo Pillboxes. - Added lights. - Fixes for terrain infront of Allied Turret, and floating things.
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    Game night!
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    Chronosphere initialising...
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    How can we improve APB? What feedback do you have for the team? Join in for the Round Table before the Game Night and chat with the devs!
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    Keep the Reds from breaking through! Come on by for some APB fun! Join us on the Discord during the event for voice chat laughs and teamwork! https://discord.gg/w3d-hub-270678524619128843?event=1223686204717793311
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    Renegade's 22nd Anniversary Event, Day Seven: I'll get my wrench.
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    Yet another Chronosphere accident... We've been thrown back to the mid 2000's and APB 1.2!
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    Join us for the first Red Alert: A Path Beyond game night of the year!
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    Looking to scratch that APB itch? Fear not, comrades! We have a Game Night set during the Red Alert anniversary, so why not join in this November 27th? Get to it!
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